/* * Copyright (C) Freespace Open 2013. All rights reserved. * * All source code herein is the property of Freespace Open. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include #include "asteroid/asteroid.h" #include "cmdline/cmdline.h" #include "gamesequence/gamesequence.h" #include "graphics/opengl/gropengldraw.h" #include "graphics/opengl/gropenglshader.h" #include "graphics/tmapper.h" #include "graphics/matrix.h" #include "graphics/light.h" #include "graphics/uniforms.h" #include "io/timer.h" #include "math/staticrand.h" #include "model/modelrender.h" #include "nebula/neb.h" #include "particle/particle.h" #include "render/3dinternal.h" #include "render/batching.h" #include "math/staticrand.h" #include "ship/ship.h" #include "ship/shipfx.h" #include "tracing/tracing.h" #include "weapon/weapon.h" extern int Model_texturing; extern int Model_polys; extern int tiling; extern float model_radius; extern const int MAX_ARC_SEGMENT_POINTS; extern int Num_arc_segment_points; extern vec3d Arc_segment_points[]; extern bool Scene_framebuffer_in_frame; color Wireframe_color; extern void interp_render_arc_segment( vec3d *v1, vec3d *v2, int depth ); model_batch_buffer TransformBufferHandler; model_render_params::model_render_params() : Model_flags(MR_NORMAL), Debug_flags(0), Objnum(-1), Detail_level_locked(-1), Depth_scale(1500.0f), Warp_bitmap(-1), Warp_alpha(-1.0f), Xparent_alpha(1.0f), Forced_bitmap(-1), Insignia_bitmap(-1), Replacement_textures(NULL), Manage_replacement_textures(false), Team_color_set(false), Clip_plane_set(false), Animated_effect(-1), Animated_timer(0.0f), Thruster_info(), Normal_alpha(false), Normal_extrude(false) { Warp_scale.xyz.x = 1.0f; Warp_scale.xyz.y = 1.0f; Warp_scale.xyz.z = 1.0f; Clip_normal = vmd_zero_vector; Clip_pos = vmd_zero_vector; if ( !Model_texturing ) Model_flags |= MR_NO_TEXTURING; if ( !Model_polys ) { Model_flags |= MR_NO_POLYS; } gr_init_color(&Color, 0, 0, 0); } model_render_params::~model_render_params() { if (Manage_replacement_textures) vm_free(Replacement_textures); } uint model_render_params::get_model_flags() { return Model_flags; } uint model_render_params::get_debug_flags() { return Debug_flags; } int model_render_params::get_object_number() { return Objnum; } int model_render_params::get_detail_level_lock() { return Detail_level_locked; } float model_render_params::get_depth_scale() { return Depth_scale; } int model_render_params::get_warp_bitmap() { return Warp_bitmap; } float model_render_params::get_warp_alpha() { return Warp_alpha; } const vec3d& model_render_params::get_warp_scale() { return Warp_scale; } const color& model_render_params::get_color() { return Color; } float model_render_params::get_alpha() { return Xparent_alpha; } int model_render_params::get_forced_bitmap() { return Forced_bitmap; } int model_render_params::get_insignia_bitmap() { return Insignia_bitmap; } const int* model_render_params::get_replacement_textures() { return Replacement_textures; } const team_color& model_render_params::get_team_color() { return Current_team_color; } const vec3d& model_render_params::get_clip_plane_pos() { return Clip_pos; } const vec3d& model_render_params::get_clip_plane_normal() { return Clip_normal; } int model_render_params::get_animated_effect_num() { return Animated_effect; } float model_render_params::get_animated_effect_timer() { return Animated_timer; } void model_render_params::set_animated_effect(int effect_num, float timer) { Animated_effect = effect_num; Animated_timer = timer; } void model_render_params::set_clip_plane(vec3d &pos, vec3d &normal) { Clip_plane_set = true; Clip_normal = normal; Clip_pos = pos; } bool model_render_params::is_clip_plane_set() { return Clip_plane_set; } void model_render_params::set_team_color(team_color &clr) { Team_color_set = true; Current_team_color = clr; } void model_render_params::set_team_color(const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime) { Team_color_set = model_get_team_color(&Current_team_color, team, secondaryteam, timestamp, fadetime); } bool model_render_params::is_team_color_set() { return Team_color_set; } void model_render_params::set_replacement_textures(int *textures) { Replacement_textures = textures; } void model_render_params::set_replacement_textures(int modelnum, SCP_vector& replacement_textures) { Replacement_textures = (int*)vm_malloc(MAX_REPLACEMENT_TEXTURES * sizeof(int)); Manage_replacement_textures = true; polymodel* pm = model_get(modelnum); for (auto tr : replacement_textures) { for (int i = 0; i < pm->n_textures; ++i) { texture_map *tmap = &pm->maps[i]; int tnum = tmap->FindTexture(tr.old_texture); if (tnum > -1) Replacement_textures[i * TM_NUM_TYPES + tnum] = bm_load(tr.new_texture); } } } void model_render_params::set_insignia_bitmap(int bitmap) { Insignia_bitmap = bitmap; } void model_render_params::set_forced_bitmap(int bitmap) { Forced_bitmap = bitmap; } void model_render_params::set_alpha(float alpha) { Xparent_alpha = alpha; } void model_render_params::set_color(color &clr) { Color = clr; } void model_render_params::set_color(int r, int g, int b) { gr_init_color( &Color, r, g, b ); } void model_render_params::set_warp_params(int bitmap, float alpha, vec3d &scale) { Warp_bitmap = bitmap; Warp_alpha = alpha; Warp_scale = scale; } void model_render_params::set_depth_scale(float scale) { Depth_scale = scale; } void model_render_params::set_debug_flags(uint flags) { Debug_flags = flags; } void model_render_params::set_object_number(int num) { Objnum = num; } void model_render_params::set_flags(uint flags) { Model_flags = flags; } void model_render_params::set_detail_level_lock(int detail_level_lock) { Detail_level_locked = detail_level_lock; } void model_render_params::set_thruster_info(mst_info &info) { Thruster_info = info; CLAMP(Thruster_info.length.xyz.z, 0.1f, 1.0f); } const mst_info& model_render_params::get_thruster_info() { return Thruster_info; } void model_render_params::set_normal_alpha(float min, float max) { Normal_alpha = true; Normal_alpha_min = min; Normal_alpha_max = max; } bool model_render_params::is_normal_alpha_set() { return Normal_alpha; } float model_render_params::get_normal_alpha_min() { return Normal_alpha_min; } float model_render_params::get_normal_alpha_max() { return Normal_alpha_max; } void model_render_params::set_normal_extrude_width(float width) { Normal_extrude = true; Normal_extrude_width = width; } bool model_render_params::is_normal_extrude_set() { return Normal_extrude; } float model_render_params::get_normal_extrude_width() { return Normal_extrude_width; } void model_batch_buffer::reset() { Submodel_matrices.clear(); Current_offset = 0; } void model_batch_buffer::set_num_models(int n_models) { matrix4 init_mat; vm_matrix4_set_identity(&init_mat); Current_offset = Submodel_matrices.size(); for ( int i = 0; i < n_models; ++i ) { Submodel_matrices.push_back(init_mat); } } void model_batch_buffer::set_model_transform(matrix4 &transform, int model_id) { Submodel_matrices[Current_offset + model_id] = transform; } void model_batch_buffer::add_matrix(matrix4 &mat) { Submodel_matrices.push_back(mat); } size_t model_batch_buffer::get_buffer_offset() { return Current_offset; } void model_batch_buffer::allocate_memory() { auto size = Submodel_matrices.size() * sizeof(matrix4); if ( Mem_alloc == NULL || Mem_alloc_size < size ) { if ( Mem_alloc != NULL ) { vm_free(Mem_alloc); } Mem_alloc = vm_malloc(size); } Mem_alloc_size = size; memcpy(Mem_alloc, &Submodel_matrices[0], size); } void model_batch_buffer::submit_buffer_data() { if ( Submodel_matrices.empty() ) { return; } allocate_memory(); gr_update_transform_buffer(Mem_alloc, Mem_alloc_size); } model_draw_list::model_draw_list(): Transformations() { reset(); } void model_draw_list::reset() { Render_elements.clear(); Render_keys.clear(); Transformations.clear(); Current_scale.xyz.x = 1.0f; Current_scale.xyz.y = 1.0f; Current_scale.xyz.z = 1.0f; if (_dataBuffer) { _dataBuffer->finished(); _dataBuffer = nullptr; } Render_initialized = false; } void model_draw_list::sort_draws() { std::sort(Render_keys.begin(), Render_keys.end(), [this](const int a, const int b) { return model_draw_list::sort_draw_pair(this, a, b); }); } void model_draw_list::start_model_batch(int n_models) { TransformBufferHandler.set_num_models(n_models); } void model_draw_list::add_submodel_to_batch(int model_num) { matrix4 transform; transform = Transformations.get_transform(); // set scale vm_vec_scale(&transform.vec.rvec, Current_scale.xyz.x); vm_vec_scale(&transform.vec.uvec, Current_scale.xyz.y); vm_vec_scale(&transform.vec.fvec, Current_scale.xyz.z); // set visibility transform.a1d[15] = 0.0f; TransformBufferHandler.set_model_transform(transform, model_num); } void model_draw_list::add_arc(vec3d *v1, vec3d *v2, color *primary, color *secondary, float arc_width) { arc_effect new_arc; new_arc.transform = Transformations.get_transform(); new_arc.v1 = *v1; new_arc.v2 = *v2; new_arc.primary = *primary; new_arc.secondary = *secondary; new_arc.width = arc_width; Arcs.push_back(new_arc); } void model_draw_list::set_light_filter(int objnum, vec3d *pos, float rad) { Scene_light_handler.setLightFilter(objnum, pos, rad); Current_lights_set = Scene_light_handler.bufferLights(); } void model_draw_list::add_buffer_draw(model_material *render_material, indexed_vertex_source *vert_src, vertex_buffer *buffer, size_t texi, uint tmap_flags) { queued_buffer_draw draw_data; draw_data.render_material = *render_material; if (Rendering_to_shadow_map) { draw_data.render_material.set_shadow_casting(true); } else { // If the zbuffer type is FULL then this buffer may be drawn in the deferred lighting part otherwise we need to // make sure that the deferred flag is disabled or else some parts of the rendered colors go missing // TODO: This should really be handled somewhere else. This feels like a crude hack... auto possibly_deferred = draw_data.render_material.get_depth_mode() == ZBUFFER_TYPE_FULL && gr_is_capable(CAPABILITY_DEFERRED_LIGHTING) && !Cmdline_no_deferred_lighting; if (possibly_deferred) { // Fog is handled differently in deferred shader situations draw_data.render_material.set_fog(); } draw_data.render_material.set_deferred_lighting(possibly_deferred ? Deferred_lighting : false); draw_data.render_material.set_high_dynamic_range(High_dynamic_range); draw_data.render_material.set_shadow_receiving(Cmdline_shadow_quality != 0); } if (tmap_flags & TMAP_FLAG_BATCH_TRANSFORMS && buffer->flags & VB_FLAG_MODEL_ID) { vm_matrix4_set_identity(&draw_data.transform); draw_data.scale.xyz.x = 1.0f; draw_data.scale.xyz.y = 1.0f; draw_data.scale.xyz.z = 1.0f; draw_data.transform_buffer_offset = TransformBufferHandler.get_buffer_offset(); draw_data.render_material.set_batching(true); } else { draw_data.transform = Transformations.get_transform(); draw_data.scale = Current_scale; draw_data.transform_buffer_offset = INVALID_SIZE; draw_data.render_material.set_batching(false); } draw_data.sdr_flags = draw_data.render_material.get_shader_flags(); draw_data.vert_src = vert_src; draw_data.buffer = buffer; draw_data.texi = texi; draw_data.flags = tmap_flags; draw_data.lights = Current_lights_set; Render_elements.push_back(draw_data); Render_keys.push_back((int) (Render_elements.size() - 1)); } void model_draw_list::render_buffer(queued_buffer_draw &render_elements) { GR_DEBUG_SCOPE("Render buffer"); TRACE_SCOPE(tracing::RenderBuffer); gr_bind_uniform_buffer(uniform_block_type::ModelData, render_elements.uniform_buffer_offset, sizeof(graphics::model_uniform_data), _dataBuffer->bufferHandle()); gr_render_model(&render_elements.render_material, render_elements.vert_src, render_elements.buffer, render_elements.texi); } vec3d model_draw_list::get_view_position() { matrix basis_world; matrix4 transform_mat = Transformations.get_transform(); matrix orient; vec3d pos; vm_matrix4_get_orientation(&orient, &transform_mat); vm_matrix4_get_offset(&pos, &transform_mat); // get the world basis of our current local space. vm_matrix_x_matrix(&basis_world, &Object_matrix, &orient); vec3d eye_pos_local; vm_vec_sub(&eye_pos_local, &Eye_position, &pos); vec3d return_val; vm_vec_rotate(&return_val, &eye_pos_local, &basis_world); return return_val; } void model_draw_list::push_transform(vec3d *pos, matrix *orient) { Transformations.push(pos, orient); } void model_draw_list::pop_transform() { Transformations.pop(); } void model_draw_list::set_scale(vec3d *scale) { if ( scale == NULL ) { Current_scale.xyz.x = 1.0f; Current_scale.xyz.y = 1.0f; Current_scale.xyz.z = 1.0f; return; } Current_scale = *scale; } void model_draw_list::init() { reset(); for (auto& l : Lights) { if ( l.type == Light_Type::Directional || !Deferred_lighting ) { Scene_light_handler.addLight(&l); } } TransformBufferHandler.reset(); } void model_draw_list::init_render(bool sort) { if ( sort ) { sort_draws(); } TransformBufferHandler.submit_buffer_data(); build_uniform_buffer(); Render_initialized = true; } void model_draw_list::render_all(gr_zbuffer_type depth_mode) { GR_DEBUG_SCOPE("Render draw list"); TRACE_SCOPE(tracing::SubmitDraws); Assertion(Render_initialized, "init_render must be called before any render_all call!"); Scene_light_handler.resetLightState(); for ( size_t i = 0; i < Render_keys.size(); ++i ) { int render_index = Render_keys[i]; if ( depth_mode == ZBUFFER_TYPE_DEFAULT || Render_elements[render_index].render_material.get_depth_mode() == depth_mode ) { render_buffer(Render_elements[render_index]); } } gr_alpha_mask_set(0, 1.0f); } void model_draw_list::render_arc(arc_effect &arc) { g3_start_instance_matrix(&arc.transform); model_render_arc(&arc.v1, &arc.v2, &arc.primary, &arc.secondary, arc.width); g3_done_instance(true); } void model_draw_list::render_arcs() { int mode = gr_zbuffer_set(GR_ZBUFF_READ); for ( size_t i = 0; i < Arcs.size(); ++i ) { render_arc(Arcs[i]); } gr_zbuffer_set(mode); } void model_draw_list::add_insignia(model_render_params *params, polymodel *pm, int detail_level, int bitmap_num) { insignia_draw_data new_insignia; new_insignia.transform = Transformations.get_transform(); new_insignia.pm = pm; new_insignia.detail_level = detail_level; new_insignia.bitmap_num = bitmap_num; new_insignia.clip = params->is_clip_plane_set(); new_insignia.clip_normal = params->get_clip_plane_normal(); new_insignia.clip_position = params->get_clip_plane_pos(); Insignias.push_back(new_insignia); } void model_draw_list::render_insignia(insignia_draw_data &insignia_info) { if ( insignia_info.clip ) { vec3d tmp; vec3d pos; vm_matrix4_get_offset(&pos, &insignia_info.transform); vm_vec_sub(&tmp, &pos, &insignia_info.clip_position); vm_vec_normalize(&tmp); if ( vm_vec_dot(&tmp, &insignia_info.clip_normal) < 0.0f) { return; } } g3_start_instance_matrix(&insignia_info.transform); model_render_insignias(&insignia_info); g3_done_instance(true); } void model_draw_list::render_insignias() { for ( size_t i = 0; i < Insignias.size(); ++i ) { render_insignia(Insignias[i]); } } void model_draw_list::add_outline(vertex* vert_array, int n_verts, color *clr) { outline_draw draw_info; draw_info.vert_array = vert_array; draw_info.n_verts = n_verts; draw_info.clr = *clr; draw_info.transform = Transformations.get_transform(); Outlines.push_back(draw_info); } void model_draw_list::render_outlines() { gr_clear_states(); for ( size_t i = 0; i < Outlines.size(); ++i ) { render_outline(Outlines[i]); } } void model_draw_list::render_outline(outline_draw &outline_info) { g3_start_instance_matrix(&outline_info.transform); material material_instance; material_instance.set_depth_mode(ZBUFFER_TYPE_READ); material_instance.set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA); material_instance.set_color(outline_info.clr); g3_render_primitives(&material_instance, outline_info.vert_array, outline_info.n_verts, PRIM_TYPE_LINES, false); g3_done_instance(true); } bool model_draw_list::sort_draw_pair(model_draw_list* target, const int a, const int b) { queued_buffer_draw *draw_call_a = &target->Render_elements[a]; queued_buffer_draw *draw_call_b = &target->Render_elements[b]; if ( draw_call_a->sdr_flags != draw_call_b->sdr_flags ) { return draw_call_a->sdr_flags < draw_call_b->sdr_flags; } if ( draw_call_a->vert_src->Vbuffer_handle != draw_call_b->vert_src->Vbuffer_handle ) { return draw_call_a->vert_src->Vbuffer_handle < draw_call_b->vert_src->Vbuffer_handle; } if ( draw_call_a->vert_src->Ibuffer_handle != draw_call_b->vert_src->Ibuffer_handle ) { return draw_call_a->vert_src->Ibuffer_handle < draw_call_b->vert_src->Ibuffer_handle; } if ( draw_call_a->render_material.get_texture_map(TM_BASE_TYPE) != draw_call_b->render_material.get_texture_map(TM_BASE_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_BASE_TYPE) < draw_call_b->render_material.get_texture_map(TM_BASE_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_SPECULAR_TYPE) != draw_call_b->render_material.get_texture_map(TM_SPECULAR_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_SPECULAR_TYPE) < draw_call_b->render_material.get_texture_map(TM_SPECULAR_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_SPEC_GLOSS_TYPE) != draw_call_b->render_material.get_texture_map(TM_SPEC_GLOSS_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_SPEC_GLOSS_TYPE) < draw_call_b->render_material.get_texture_map(TM_SPEC_GLOSS_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_GLOW_TYPE) != draw_call_b->render_material.get_texture_map(TM_GLOW_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_GLOW_TYPE) < draw_call_b->render_material.get_texture_map(TM_GLOW_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_NORMAL_TYPE) != draw_call_b->render_material.get_texture_map(TM_NORMAL_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_NORMAL_TYPE) < draw_call_b->render_material.get_texture_map(TM_NORMAL_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_HEIGHT_TYPE) != draw_call_b->render_material.get_texture_map(TM_HEIGHT_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_HEIGHT_TYPE) < draw_call_b->render_material.get_texture_map(TM_HEIGHT_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_AMBIENT_TYPE) != draw_call_b->render_material.get_texture_map(TM_AMBIENT_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_AMBIENT_TYPE) < draw_call_b->render_material.get_texture_map(TM_AMBIENT_TYPE); } if ( draw_call_a->render_material.get_texture_map(TM_MISC_TYPE) != draw_call_b->render_material.get_texture_map(TM_MISC_TYPE) ) { return draw_call_a->render_material.get_texture_map(TM_MISC_TYPE) < draw_call_b->render_material.get_texture_map(TM_MISC_TYPE); } return draw_call_a->lights.index_start < draw_call_b->lights.index_start; } void model_draw_list::build_uniform_buffer() { GR_DEBUG_SCOPE("Build model uniform buffer"); TRACE_SCOPE(tracing::BuildModelUniforms); _dataBuffer = gr_get_uniform_buffer(uniform_block_type::ModelData); for (auto render_index : Render_keys) { auto& queued_draw = Render_elements[render_index]; // Set lighting here so that it can be captured by the uniform conversion below if ( queued_draw.render_material.is_lit() ) { Scene_light_handler.setLights(&queued_draw.lights); } else { gr_set_lighting(false, false); Scene_light_handler.resetLightState(); } auto element = _dataBuffer->aligner().addTypedElement(); graphics::uniforms::convert_model_material(element, queued_draw.render_material, queued_draw.transform, queued_draw.scale, queued_draw.transform_buffer_offset); queued_draw.uniform_buffer_offset = _dataBuffer->aligner().getCurrentOffset(); } TRACE_SCOPE(tracing::UploadModelUniforms); _dataBuffer->submitData(); } model_draw_list::~model_draw_list() { reset(); } void model_render_add_lightning( model_draw_list *scene, model_render_params* interp, polymodel *pm, bsp_info * sm ) { int i; float width = 0.9f; color primary, secondary; const int AR = 64; const int AG = 64; const int AB = 5; const int AR2 = 128; const int AG2 = 128; const int AB2 = 10; Assert( sm->num_arcs > 0 ); if ( interp->get_model_flags() & MR_SHOW_OUTLINE_PRESET ) { return; } extern int Interp_lightning; 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; i < sm->num_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 scene->add_arc(&sm->arc_pts[i][0], &sm->arc_pts[i][1], &primary, &secondary, width); } } float model_render_determine_depth(int obj_num, int model_num, matrix* orient, vec3d* pos, int detail_level_locked) { vec3d closest_pos; float depth = model_find_closest_point( &closest_pos, model_num, -1, orient, pos, &Eye_position ); if ( detail_level_locked < 0 ) { 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; } // nebula ? if (The_mission.flags[Mission::Mission_Flags::Fullneb]) { depth *= neb2_get_lod_scale(obj_num); } } return depth; } int model_render_determine_detail(float depth, int /*obj_num*/, int model_num, matrix* /*orient*/, vec3d* /*pos*/, int /*flags*/, int detail_level_locked) { int tmp_detail_level = Game_detail_level; polymodel *pm = model_get(model_num); Assert( pm->n_detail_levels < MAX_MODEL_DETAIL_LEVELS ); int i; if ( pm->n_detail_levels > 1 ) { if ( detail_level_locked >= 0 ) { i = detail_level_locked+1; } else { #if MAX_DETAIL_LEVEL != 4 #error Code in modelrender.cpp assumes MAX_DETAIL_LEVEL == 4 #endif for ( i = 0; i < pm->n_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; } } int detail_level = i - 1 - tmp_detail_level; if ( detail_level < 0 ) { return 0; } else if ( detail_level >= pm->n_detail_levels ) { return pm->n_detail_levels - 1; } return detail_level; } else { return 0; } } void model_render_buffers(model_draw_list* scene, model_material *rendering_material, model_render_params* interp, vertex_buffer *buffer, polymodel *pm, int mn, int detail_level, uint tmap_flags) { bsp_info *model = NULL; const uint model_flags = interp->get_model_flags(); const uint debug_flags = interp->get_debug_flags(); const int obj_num = interp->get_object_number(); Assert(buffer != NULL); Assert(detail_level >= 0); if ( (mn >= 0) && (mn < pm->n_models) ) { model = &pm->submodel[mn]; } bool render_as_thruster = (model != NULL) && model->is_thruster && (model_flags & MR_SHOW_THRUSTERS); vec3d scale; if ( render_as_thruster ) { scale.xyz.x = 1.0f; scale.xyz.y = 1.0f; scale.xyz.z = 1.0f; rendering_material->set_thrust_scale(interp->get_thruster_info().length.xyz.z); } else { scale = interp->get_warp_scale(); rendering_material->set_thrust_scale(); } scene->set_scale(&scale); if ( tmap_flags & TMAP_FLAG_BATCH_TRANSFORMS && (mn >= 0) && (mn < pm->n_models) ) { scene->add_submodel_to_batch(mn); return; } fix base_frametime = model_render_determine_base_frametime(obj_num, model_flags); texture_info tex_replace[TM_NUM_TYPES]; int no_texturing = model_flags & MR_NO_TEXTURING; int forced_texture = -2; float forced_alpha = 1.0f; int forced_blend_filter = GR_ALPHABLEND_NONE; if ( interp->get_forced_bitmap() >= 0 ) { forced_texture = interp->get_forced_bitmap(); } else if ( interp->get_warp_bitmap() >= 0 ) { forced_texture = interp->get_warp_bitmap(); forced_alpha = interp->get_warp_alpha(); forced_blend_filter = GR_ALPHABLEND_FILTER; } else if ( render_as_thruster ) { if ( ( interp->get_thruster_info().primary_bitmap >= 0 ) && ( interp->get_thruster_info().length.xyz.z > 0.0f ) ) { forced_texture = interp->get_thruster_info().primary_bitmap; } else { forced_texture = -1; } forced_alpha = 1.2f; forced_blend_filter = GR_ALPHABLEND_FILTER; } else if ( model_flags & MR_ALL_XPARENT ) { forced_alpha = interp->get_alpha(); forced_blend_filter = GR_ALPHABLEND_FILTER; } int texture_maps[TM_NUM_TYPES] = { -1 }; size_t buffer_size = buffer->tex_buf.size(); const int *replacement_textures = interp->get_replacement_textures(); for ( size_t i = 0; i < buffer_size; i++ ) { int tmap_num = 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; texture_maps[TM_BASE_TYPE] = -1; texture_maps[TM_GLOW_TYPE] = -1; texture_maps[TM_SPECULAR_TYPE] = -1; texture_maps[TM_NORMAL_TYPE] = -1; texture_maps[TM_HEIGHT_TYPE] = -1; texture_maps[TM_MISC_TYPE] = -1; texture_maps[TM_SPEC_GLOSS_TYPE] = -1; texture_maps[TM_AMBIENT_TYPE] = -1; if (forced_texture != -2) { texture_maps[TM_BASE_TYPE] = forced_texture; alpha = forced_alpha; if (interp->get_warp_bitmap() >= 0) { texture_maps[TM_GLOW_TYPE] = forced_texture; } } else if ( !no_texturing ) { // pick the texture, animating it if necessary if ( (replacement_textures != NULL) && (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_maps[TM_BASE_TYPE] = -1; } else if ( (replacement_textures != NULL) && (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(replacement_textures[rt_begin_index + TM_BASE_TYPE]); texture_maps[TM_BASE_TYPE] = model_interp_get_texture(&tex_replace[TM_BASE_TYPE], base_frametime); } else { // we just use the underlying texture texture_maps[TM_BASE_TYPE] = model_interp_get_texture(&tmap->textures[TM_BASE_TYPE], base_frametime); } if ( texture_maps[TM_BASE_TYPE] < 0 ) { continue; } // doing glow maps? if ( !(model_flags & MR_NO_GLOWMAPS) ) { texture_info *tglow = &tmap->textures[TM_GLOW_TYPE]; if ( (replacement_textures != NULL) && (replacement_textures[rt_begin_index + TM_GLOW_TYPE] >= 0) ) { tex_replace[TM_GLOW_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_GLOW_TYPE]); texture_maps[TM_GLOW_TYPE] = model_interp_get_texture(&tex_replace[TM_GLOW_TYPE], 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 ( (obj_num >= 0) && (Objects[obj_num].type == OBJ_SHOCKWAVE) && (tglow->GetNumFrames() > 1) ) { texture_maps[TM_GLOW_TYPE] = tglow->GetTexture() + shockwave_get_framenum(Objects[obj_num].instance, tglow->GetTexture()); } else { texture_maps[TM_GLOW_TYPE] = model_interp_get_texture(tglow, base_frametime); } } } if (!(debug_flags & MR_DEBUG_NO_SPEC)) { if (replacement_textures != NULL && replacement_textures[rt_begin_index + TM_SPECULAR_TYPE] >= 0) { tex_replace[TM_SPECULAR_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_SPECULAR_TYPE]); texture_maps[TM_SPECULAR_TYPE] = model_interp_get_texture(&tex_replace[TM_SPECULAR_TYPE], base_frametime); } else { texture_maps[TM_SPECULAR_TYPE] = model_interp_get_texture(&tmap->textures[TM_SPECULAR_TYPE], base_frametime); } } if ( replacement_textures != NULL && replacement_textures[rt_begin_index + TM_SPEC_GLOSS_TYPE] >= 0 ) { tex_replace[TM_SPEC_GLOSS_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_SPEC_GLOSS_TYPE]); texture_maps[TM_SPEC_GLOSS_TYPE] = model_interp_get_texture(&tex_replace[TM_SPEC_GLOSS_TYPE], base_frametime); } else { texture_maps[TM_SPEC_GLOSS_TYPE] = model_interp_get_texture(&tmap->textures[TM_SPEC_GLOSS_TYPE], base_frametime); } if (detail_level < 2) { // likewise, etc. texture_info *norm_map = &tmap->textures[TM_NORMAL_TYPE]; texture_info *height_map = &tmap->textures[TM_HEIGHT_TYPE]; texture_info *ambient_map = &tmap->textures[TM_AMBIENT_TYPE]; texture_info *misc_map = &tmap->textures[TM_MISC_TYPE]; if (replacement_textures != NULL) { if (replacement_textures[rt_begin_index + TM_NORMAL_TYPE] >= 0) { tex_replace[TM_NORMAL_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_NORMAL_TYPE]); norm_map = &tex_replace[TM_NORMAL_TYPE]; } if (replacement_textures[rt_begin_index + TM_HEIGHT_TYPE] >= 0) { tex_replace[TM_HEIGHT_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_HEIGHT_TYPE]); height_map = &tex_replace[TM_HEIGHT_TYPE]; } if (replacement_textures[rt_begin_index + TM_AMBIENT_TYPE] >= 0) { tex_replace[TM_AMBIENT_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_AMBIENT_TYPE]); ambient_map = &tex_replace[TM_AMBIENT_TYPE]; } if (replacement_textures[rt_begin_index + TM_MISC_TYPE] >= 0) { tex_replace[TM_MISC_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_MISC_TYPE]); misc_map = &tex_replace[TM_MISC_TYPE]; } } if (debug_flags & MR_DEBUG_NO_DIFFUSE) texture_maps[TM_BASE_TYPE] = -1; if (debug_flags & MR_DEBUG_NO_GLOW) texture_maps[TM_GLOW_TYPE] = -1; if (debug_flags & MR_DEBUG_NO_SPEC) texture_maps[TM_SPECULAR_TYPE] = -1; if (!(debug_flags & MR_DEBUG_NO_MISC)) texture_maps[TM_MISC_TYPE] = model_interp_get_texture(misc_map, base_frametime); if (!(debug_flags & MR_DEBUG_NO_NORMAL) && Detail.lighting > 0) texture_maps[TM_NORMAL_TYPE] = model_interp_get_texture(norm_map, base_frametime); if (!(debug_flags & MR_DEBUG_NO_AMBIENT) && Detail.lighting > 0) texture_maps[TM_AMBIENT_TYPE] = model_interp_get_texture(ambient_map, base_frametime); if (!(debug_flags & MR_DEBUG_NO_HEIGHT) && Detail.lighting > 1) texture_maps[TM_HEIGHT_TYPE] = model_interp_get_texture(height_map, base_frametime); } } else { alpha = forced_alpha; //Check for invisible or transparent textures so they don't show up in the shadow maps - Valathil if ( Rendering_to_shadow_map ) { if ( (replacement_textures != NULL) && (replacement_textures[rt_begin_index + TM_BASE_TYPE] >= 0) ) { tex_replace[TM_BASE_TYPE] = texture_info(replacement_textures[rt_begin_index + TM_BASE_TYPE]); texture_maps[TM_BASE_TYPE] = model_interp_get_texture(&tex_replace[TM_BASE_TYPE], base_frametime); } else { texture_maps[TM_BASE_TYPE] = model_interp_get_texture(&tmap->textures[TM_BASE_TYPE], base_frametime); } if ( texture_maps[TM_BASE_TYPE] <= 0 ) { continue; } } } if ( (texture_maps[TM_BASE_TYPE] == -1) && !no_texturing && !(debug_flags & MR_DEBUG_NO_DIFFUSE) ) { continue; } bool use_blending = false; // trying to get transparent textures-Bobboau if (tmap->is_transparent) { // for special shockwave/warp map usage alpha = (interp->get_warp_alpha() != -1.0f) ? interp->get_warp_alpha() : 0.8f; use_blending = true; } else if ( buffer->flags & VB_FLAG_TRANS ) { use_blending = true; } if (forced_blend_filter != GR_ALPHABLEND_NONE) { use_blending = true; } bool use_depth_test; if ( use_blending ) { use_depth_test = true; } else { if ( (model_flags & MR_NO_ZBUFFER) || (model_flags & MR_ALL_XPARENT) ) { use_depth_test = false; } else { use_depth_test = true; } } gr_alpha_blend blend_mode = model_render_determine_blend_mode(texture_maps[TM_BASE_TYPE], use_blending); gr_zbuffer_type depth_mode = material_determine_depth_mode(use_depth_test, use_blending); rendering_material->set_depth_mode(depth_mode); rendering_material->set_blend_mode(blend_mode); color clr = interp->get_color(); model_render_determine_color(&clr, alpha, blend_mode, no_texturing ? true : false, rendering_material->is_desaturated()); rendering_material->set_color(clr); if ( (tmap_flags & TMAP_FLAG_TEXTURED) && (buffer->flags & VB_FLAG_UV1) ) { rendering_material->set_texture_map(TM_BASE_TYPE, texture_maps[TM_BASE_TYPE]); if ( texture_maps[TM_BASE_TYPE] >= 0 && bm_has_alpha_channel(texture_maps[TM_BASE_TYPE]) ) { rendering_material->set_texture_type(material::TEX_TYPE_XPARENT); } rendering_material->set_texture_map(TM_GLOW_TYPE, texture_maps[TM_GLOW_TYPE]); rendering_material->set_texture_map(TM_SPECULAR_TYPE, texture_maps[TM_SPECULAR_TYPE]); rendering_material->set_texture_map(TM_SPEC_GLOSS_TYPE, texture_maps[TM_SPEC_GLOSS_TYPE]); rendering_material->set_texture_map(TM_NORMAL_TYPE, texture_maps[TM_NORMAL_TYPE]); rendering_material->set_texture_map(TM_HEIGHT_TYPE, texture_maps[TM_HEIGHT_TYPE]); rendering_material->set_texture_map(TM_AMBIENT_TYPE, texture_maps[TM_AMBIENT_TYPE]); rendering_material->set_texture_map(TM_MISC_TYPE, texture_maps[TM_MISC_TYPE]); } scene->add_buffer_draw(rendering_material, &pm->vert_source, buffer, i, tmap_flags); } } void model_render_children_buffers(model_draw_list* scene, model_material *rendering_material, model_render_params* interp, polymodel* pm, polymodel_instance *pmi, int mn, int detail_level, uint tmap_flags, bool trans_buffer) { int i; if ( (mn < 0) || (mn >= pm->n_models) ) { Int3(); return; } bsp_info *model = &pm->submodel[mn]; submodel_instance *smi = NULL; if ( pmi != NULL ) { smi = &pmi->submodel[mn]; } if ( smi != NULL ) { if ( smi->blown_off ) { return; } } else if ( model->blown_off ) { return; } const uint model_flags = interp->get_model_flags(); if (model->is_thruster) { if ( !( model_flags & MR_SHOW_THRUSTERS ) ) { return; } rendering_material->set_lighting(false); } vec3d view_pos = scene->get_view_position(); if ( !model_render_check_detail_box(&view_pos, pm, mn, model_flags) ) { 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; if ( smi != NULL ) { ang = smi->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(&inv_orientation, &model->orientation); matrix submodel_matrix; vm_matrix_x_matrix(&submodel_matrix, &rotation_matrix, &inv_orientation); scene->push_transform(&model->offset, &submodel_matrix); if ( (model_flags & MR_SHOW_OUTLINE || model_flags & MR_SHOW_OUTLINE_HTL || model_flags & MR_SHOW_OUTLINE_PRESET) && pm->submodel[mn].outline_buffer != NULL ) { color outline_color = interp->get_color(); scene->add_outline(pm->submodel[mn].outline_buffer, pm->submodel[mn].n_verts_outline, &outline_color); } else { if ( trans_buffer && pm->submodel[mn].trans_buffer.flags & VB_FLAG_TRANS ) { model_render_buffers(scene, rendering_material, interp, &pm->submodel[mn].trans_buffer, pm, mn, detail_level, tmap_flags); } else { model_render_buffers(scene, rendering_material, interp, &pm->submodel[mn].buffer, pm, mn, detail_level, tmap_flags); } } if ( model->num_arcs ) { model_render_add_lightning( scene, interp, pm, &pm->submodel[mn] ); } i = model->first_child; while ( i >= 0 ) { if ( !pm->submodel[i].is_thruster ) { model_render_children_buffers( scene, rendering_material, interp, pm, pmi, i, detail_level, tmap_flags, trans_buffer ); } i = pm->submodel[i].next_sibling; } if ( model->is_thruster ) { rendering_material->set_lighting(true); } scene->pop_transform(); } float model_render_determine_light_factor(model_render_params* interp, vec3d *pos, uint flags) { if ( flags & MR_IS_ASTEROID ) { // Dim it based on distance float depth = vm_vec_dist_quick( pos, &Eye_position ); if ( depth > interp->get_depth_scale() ) { float temp_light = interp->get_depth_scale()/depth; if ( temp_light > 1.0f ) { return 1.0f; } return temp_light; } } return 1.0f; } float model_render_determine_box_scale() { float box_scale = 1.2f; // scale the render box settings based on the "Model Detail" slider switch ( Detail.detail_distance ) { case 0: // 1st dot is 20% box_scale = 0.2f; break; case 1: // 2nd dot is 50% box_scale = 0.5f; break; case 2: // 3rd dot is 80% box_scale = 0.8f; break; case 3: // 4th dot is 100% (this is the default setting for "High" and "Very High" settings) box_scale = 1.0f; break; case 4: // 5th dot (max) is 120% default: box_scale = 1.2f; break; } return box_scale; } fix model_render_determine_base_frametime(int objnum, uint flags) { // Goober5000 fix base_frametime = 0; if ( objnum >= 0 ) { object *objp = &Objects[objnum]; if ( objp->type == OBJ_SHIP ) { base_frametime = Ships[objp->instance].base_texture_anim_frametime; } } else if ( flags & MR_SKYBOX ) { base_frametime = Skybox_timestamp; } return base_frametime; } bool model_render_determine_autocenter(vec3d *auto_back, polymodel *pm, int detail_level, uint flags) { if ( 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); return true; } else if ( flags & MR_IS_MISSILE ) { // fake autocenter if we are a missile and don't already have autocen info auto_back->xyz.x = -( (pm->submodel[pm->detail[detail_level]].max.xyz.x + pm->submodel[pm->detail[detail_level]].min.xyz.x) / 2.0f ); auto_back->xyz.y = -( (pm->submodel[pm->detail[detail_level]].max.xyz.y + pm->submodel[pm->detail[detail_level]].min.xyz.y) / 2.0f ); auto_back->xyz.z = -( (pm->submodel[pm->detail[detail_level]].max.xyz.z + pm->submodel[pm->detail[detail_level]].min.xyz.z) / 2.0f ); return true; } } return false; } void model_render_determine_color(color *clr, float alpha, gr_alpha_blend blend_mode, bool no_texturing, bool desaturate) { clr->alpha = static_cast((alpha * 255.0f)); if ( no_texturing || desaturate ) { // don't override the given color if we're not texturing or we're desaturating return; } if ( blend_mode == ALPHA_BLEND_ADDITIVE ) { clr->red = clr->green = clr->blue = clr->alpha; clr->alpha = 255; } else { clr->red = clr->green = clr->blue = 255; } } gr_alpha_blend model_render_determine_blend_mode(int base_bitmap, bool blending) { if ( blending ) { if ( base_bitmap >= 0 && bm_has_alpha_channel(base_bitmap) ) { return ALPHA_BLEND_PREMULTIPLIED; } return ALPHA_BLEND_ADDITIVE; } return ALPHA_BLEND_ALPHA_BLEND_ALPHA; } bool model_render_check_detail_box(vec3d *view_pos, polymodel *pm, int submodel_num, uint flags) { Assert(pm != NULL); bsp_info *model = &pm->submodel[submodel_num]; float box_scale = model_render_determine_box_scale(); if ( !( flags & MR_FULL_DETAIL ) && model->use_render_box ) { vec3d box_min, box_max, offset; if (model->use_render_box_offset) { offset = model->render_box_offset; } else { model_find_submodel_offset(&offset, pm->id, submodel_num); } vm_vec_copy_scale(&box_min, &model->render_box_min, box_scale); vm_vec_copy_scale(&box_max, &model->render_box_max, box_scale); if ( (-model->use_render_box + in_box(&box_min, &box_max, &offset, view_pos)) ) { return false; } } if ( !(flags & MR_FULL_DETAIL) && model->use_render_sphere ) { float sphere_radius = model->render_sphere_radius * box_scale; // TODO: doesn't consider submodel rotations yet -zookeeper vec3d offset; if (model->use_render_sphere_offset) { offset = model->render_sphere_offset; } else { model_find_submodel_offset(&offset, pm->id, submodel_num); } if ( (-model->use_render_sphere + in_sphere(&offset, sphere_radius, view_pos)) ) { return false; } } return true; } void submodel_render_immediate(model_render_params *render_info, int model_num, int submodel_num, matrix *orient, vec3d * pos) { model_draw_list model_list; model_list.init(); submodel_render_queue(render_info, &model_list, model_num, submodel_num, orient, pos); model_list.init_render(); model_list.render_all(); gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_clear_states(); gr_reset_lighting(); gr_set_lighting(false, false); } void submodel_render_queue(model_render_params *render_info, model_draw_list *scene, int model_num, int submodel_num, matrix *orient, vec3d * pos) { polymodel * pm; model_material rendering_material; //MONITOR_INC( NumModelsRend, 1 ); if ( !( Game_detail_flags & DETAIL_FLAG_MODELS ) ) return; if ( render_info->is_clip_plane_set() ) { rendering_material.set_clip_plane(render_info->get_clip_plane_normal(), render_info->get_clip_plane_pos()); } if ( render_info->is_team_color_set() ) { rendering_material.set_team_color(render_info->get_team_color()); } uint flags = render_info->get_model_flags(); int objnum = render_info->get_object_number(); pm = model_get(model_num); // Set the flags we will pass to the tmapper uint tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB; // if we're in nebula mode if( ( The_mission.flags[Mission::Mission_Flags::Fullneb] ) && ( Neb2_render_mode != NEB2_RENDER_NONE ) ) { tmap_flags |= TMAP_FLAG_PIXEL_FOG; } if ( !( flags & MR_NO_TEXTURING ) ) { tmap_flags |= TMAP_FLAG_TEXTURED; if ( ( pm->flags & PM_FLAG_ALLOW_TILING ) && tiling ) tmap_flags |= TMAP_FLAG_TILED; if ( !( flags & MR_NO_CORRECT ) ) { tmap_flags |= TMAP_FLAG_CORRECT; } } if ( render_info->get_animated_effect_num() >= 0 ) { tmap_flags |= TMAP_ANIMATED_SHADER; rendering_material.set_animated_effect(render_info->get_animated_effect_num(), render_info->get_animated_effect_timer()); } bool is_outlines_only_htl = (flags & MR_NO_POLYS) && (flags & MR_SHOW_OUTLINE_HTL); //set to true since D3d and OGL need the api matrices set scene->push_transform(pos, orient); vec3d auto_back = ZERO_VECTOR; bool set_autocen = model_render_determine_autocenter(&auto_back, pm, render_info->get_detail_level_lock(), flags); if ( set_autocen ) { scene->push_transform(&auto_back, NULL); } if (is_outlines_only_htl) { rendering_material.set_fill_mode(GR_FILL_MODE_WIRE); color outline_color = render_info->get_color(); rendering_material.set_color(outline_color); tmap_flags &= ~TMAP_FLAG_RGB; } else { rendering_material.set_fill_mode(GR_FILL_MODE_SOLID); } rendering_material.set_light_factor(1.0f); if ( !( flags & MR_NO_LIGHTING ) ) { scene->set_light_filter(-1, pos, pm->submodel[submodel_num].rad); rendering_material.set_lighting(true); } else { rendering_material.set_lighting(false); } // fixes disappearing HUD in OGL - taylor rendering_material.set_cull_mode(true); // RT - Put this here to fog debris if( 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); rendering_material.set_fog(r, g, b, fog_near, fog_far); } else { rendering_material.set_fog(); } if(Rendering_to_shadow_map) { rendering_material.set_depth_bias(-1024); } else { rendering_material.set_depth_bias(0); } vec3d view_pos = scene->get_view_position(); if ( model_render_check_detail_box(&view_pos, pm, submodel_num, flags) ) { model_render_buffers(scene, &rendering_material, render_info, &pm->submodel[submodel_num].buffer, pm, submodel_num, 0, tmap_flags); if ( pm->flags & PM_FLAG_TRANS_BUFFER && pm->submodel[submodel_num].trans_buffer.flags & VB_FLAG_TRANS ) { model_render_buffers(scene, &rendering_material, render_info, &pm->submodel[submodel_num].trans_buffer, pm, submodel_num, 0, tmap_flags); } } if ( pm->submodel[submodel_num].num_arcs ) { model_render_add_lightning( scene, render_info, pm, &pm->submodel[submodel_num] ); } if ( set_autocen ) { scene->pop_transform(); } scene->pop_transform(); } void model_render_glowpoint(int point_num, vec3d *pos, matrix *orient, glow_point_bank *bank, glow_point_bank_override *gpo, polymodel *pm, ship* shipp, bool use_depth_buffer) { glow_point *gpt = &bank->points[point_num]; 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 && 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, shipp->model_instance_num, 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->is_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 ) { return; } } if ( (shipp->flags[Ship::Ship_Flags::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 ) { return; } } } 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::Mission_Flags::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 } g3_transfer_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 | TMAP_FLAG_EMISSIVE; if (use_depth_buffer) gpflags |= TMAP_FLAG_SOFT_QUAD; int bitmap_id = (gpo && gpo->glow_bitmap_override) ? gpo->glow_bitmap : bank->glow_bitmap; if ( use_depth_buffer ) { batching_add_volume_bitmap(bitmap_id, &p, 0, (w * 0.5f), d * pulse, w); } else { batching_add_bitmap(bitmap_id, &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; } FALLTHROUGH; 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; } } if ( Detail.lighting > 3 && 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, shipp->model_instance_num, 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; 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); 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::Mission_Flags::Fullneb] ) { batching_add_quad(bank->glow_neb_bitmap, verts); } else { batching_add_quad(bank->glow_bitmap, verts); } break; } } } void model_render_set_glow_points(polymodel *pm, int objnum) { int time = timestamp(); glow_point_bank_override *gpo = NULL; bool override_all = false; SCP_unordered_map::iterator gpoi; ship_info *sip = NULL; ship *shipp = NULL; if ( Glowpoint_override ) { return; } if ( objnum > -1 ) { object *objp = &Objects[objnum]; if ( objp != NULL && objp->type == OBJ_SHIP ) { shipp = &Ships[Objects[objnum].instance]; sip = &Ship_info[shipp->ship_info_index]; 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 = 0; } } 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 = 1; } } } } } void model_render_glow_points(polymodel *pm, ship *shipp, matrix *orient, vec3d *pos, bool use_depth_buffer = true) { if ( Rendering_to_shadow_map ) { return; } int i, j; int cull = gr_set_cull(0); glow_point_bank_override *gpo = NULL; bool override_all = false; SCP_unordered_map::iterator gpoi; ship_info *sip = NULL; if ( shipp ) { sip = &Ship_info[shipp->ship_info_index]; 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) { model_render_glowpoint(j, pos, orient, bank, gpo, pm, shipp, use_depth_buffer); } // flick } // for slot } // bank is on } // for bank gr_set_cull(cull); } void model_queue_render_thrusters(model_render_params *interp, 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 ( Rendering_to_shadow_map ) { return; } if ( pm == NULL ) { Int3(); return; } if ( !(interp->get_model_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; } const mst_info& thruster_info = interp->get_thruster_info(); // primary_thruster_batcher if (thruster_info.primary_glow_bitmap >= 0) { do_render = true; } // secondary_thruster_batcher if (thruster_info.secondary_glow_bitmap >= 0) { do_render = true; } // tertiary_thruster_batcher if (thruster_info.tertiary_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 *= thruster_info.rotvel.xyz.y/2; norm.xyz.y *= thruster_info.rotvel.xyz.x/2; vm_vec_normalize(&norm); 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 ( 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, shipp->model_instance_num, 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->is_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[Ship::Ship_Flags::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 *= thruster_info.length.xyz.x) -= 0.1f; (scale_vec.xyz.y *= thruster_info.length.xyz.y) -= 0.1f; (scale_vec.xyz.z *= thruster_info.length.xyz.z) -= 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::Mission_Flags::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 + thruster_info.glow_noise * NOISE_SCALE); // these lines are used by the tertiary glows, thus we will need to project this all of the time g3_transfer_vertex( &p, &world_pnt ); // start primary thruster glows if ( (thruster_info.primary_glow_bitmap >= 0) && (d > 0.0f) ) { p.r = p.g = p.b = p.a = (ubyte)(255.0f * d); batching_add_volume_bitmap(thruster_info.primary_glow_bitmap, &p, 0, (w * 0.5f * thruster_info.glow_rad_factor), d, w * 0.325f); } // start tertiary thruster glows if (thruster_info.tertiary_glow_bitmap >= 0) { p.screen.xyw.w -= w; p.r = p.g = p.b = p.a = (ubyte)(255.0f * fog_int); batching_add_volume_bitmap_rotated(thruster_info.tertiary_glow_bitmap, &p, magnitude * 4, w * 0.6f * thruster_info.tertiary_glow_rad_factor, fog_int, -(D > 0) ? D : -D); } // begin secondary glows if (thruster_info.secondary_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 * thruster_info.glow_length_factor); if (The_mission.flags[Mission::Mission_Flags::Fullneb]) { vm_vec_add(&npnt, &pnt, pos); d *= fog_int; } batching_add_beam(thruster_info.secondary_glow_bitmap, &pnt, &norm2, wVal*thruster_info.secondary_glow_rad_factor*0.5f, d); if (Scene_framebuffer_in_frame && thruster_info.draw_distortion && Cmdline_fb_thrusters) { vm_vec_scale_add(&norm2, &pnt, &fvec, wVal * 2 * thruster_info.distortion_length_factor); int dist_bitmap; if (thruster_info.distortion_bitmap > 0) { dist_bitmap = thruster_info.distortion_bitmap; } else { dist_bitmap = thruster_info.secondary_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 batching_add_distortion_beam(dist_bitmap, &pnt, &norm2, wVal*thruster_info.distortion_rad_factor*0.5f, 1.0f, mag); } } } // begin particles if (shipp) { ship_info *sip = &Ship_info[shipp->ship_info_index]; particle::particle_emitter pe; thruster_particles *tp; size_t num_particles = 0; if (thruster_info.use_ab) num_particles = sip->afterburner_thruster_particles.size(); else num_particles = sip->normal_thruster_particles.size(); for (k = 0; k < num_particles; k++) { if (thruster_info.use_ab) 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 = 0.0f; pe.max_life = 1.0f; particle::emit( &pe, particle::PARTICLE_BITMAP, tp->thruster_bitmap.first_frame); } } } } } void model_render_insignias(insignia_draw_data *insignia_data) { polymodel *pm = insignia_data->pm; int detail_level = insignia_data->detail_level; int bitmap_num = insignia_data->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]; vec3d t1, t2, t3; int i1, i2, i3; material insignia_material; insignia_material.set_depth_bias(1); // set the proper texture material_set_unlit(&insignia_material, bitmap_num, 0.65f, true, true); if ( insignia_data->clip ) { insignia_material.set_clip_plane(insignia_data->clip_normal, insignia_data->clip_position); } // 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); 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]; 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 ); vecs[0].a = vecs[1].a = vecs[2].a = 255; // draw the polygon g3_render_primitives_colored_textured(&insignia_material, vecs, 3, PRIM_TYPE_TRIFAN, false); } } } void model_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); // use primary color for fist pass Assert( primary ); g3_render_rod(primary, Num_arc_segment_points, Arc_segment_points, arc_width); if (secondary) { g3_render_rod(secondary, Num_arc_segment_points, Arc_segment_points, arc_width * 0.33f); } } void model_render_debug_children(polymodel *pm, int mn, int detail_level, uint debug_flags) { int i; if ( (mn < 0) || (mn >= pm->n_models) ) { Int3(); return; } bsp_info *model = &pm->submodel[mn]; if ( model->blown_off ) { 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(&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); if ( debug_flags & MR_DEBUG_PIVOTS ) { model_draw_debug_points( pm, &pm->submodel[mn], debug_flags ); } i = model->first_child; while ( i >= 0 ) { model_render_debug_children( pm, i, detail_level, debug_flags ); i = pm->submodel[i].next_sibling; } g3_done_instance(true); } void model_render_debug(int model_num, matrix *orient, vec3d * pos, uint flags, uint debug_flags, int objnum, int detail_level_locked ) { polymodel *pm = model_get(model_num); g3_start_instance_matrix(pos, orient, true); if ( debug_flags & MR_DEBUG_RADIUS ) { if ( !( flags & MR_SHOW_OUTLINE_PRESET ) ) { gr_set_color(0,64,0); g3_draw_sphere_ez(&vmd_zero_vector,pm->rad); } } float depth = model_render_determine_depth(objnum, model_num, orient, pos, detail_level_locked); int detail_level = model_render_determine_detail(depth, objnum, model_num, orient, pos, flags, detail_level_locked); vec3d auto_back = ZERO_VECTOR; bool set_autocen = model_render_determine_autocenter(&auto_back, pm, detail_level, flags); if ( set_autocen ) { g3_start_instance_matrix(&auto_back, NULL, true); } uint save_gr_zbuffering_mode = gr_zbuffer_set(GR_ZBUFF_READ); int i = pm->submodel[pm->detail[detail_level]].first_child; while ( i >= 0 ) { model_render_debug_children( pm, i, detail_level, flags ); i = pm->submodel[i].next_sibling; } if ( debug_flags & MR_DEBUG_PIVOTS ) { model_draw_debug_points( pm, NULL, flags ); model_draw_debug_points( pm, &pm->submodel[pm->detail[detail_level]], flags ); if ( pm->flags & PM_FLAG_AUTOCEN ) { gr_set_color(255, 255, 255); g3_draw_sphere_ez(&pm->autocenter, pm->rad / 4.5f); } } if ( debug_flags & MR_DEBUG_SHIELDS ) { model_render_shields(pm, flags); } if ( debug_flags & MR_DEBUG_PATHS ) { model_draw_paths_htl(model_num, flags); } if ( debug_flags & MR_DEBUG_BAY_PATHS ) { model_draw_bay_paths_htl(model_num); } if ( (flags & MR_AUTOCENTER) && (set_autocen) ) { g3_done_instance(true); } g3_done_instance(true); gr_zbuffer_set(save_gr_zbuffering_mode); } void model_render_immediate(model_render_params *render_info, int model_num, matrix *orient, vec3d * pos, int render, bool sort) { model_draw_list model_list; model_list.init(); model_render_queue(render_info, &model_list, model_num, orient, pos); model_list.init_render(sort); switch ( render ) { case MODEL_RENDER_OPAQUE: model_list.render_all(ZBUFFER_TYPE_FULL); break; case MODEL_RENDER_TRANS: model_list.render_all(ZBUFFER_TYPE_READ); model_list.render_all(ZBUFFER_TYPE_NONE); break; case MODEL_RENDER_ALL: model_list.render_all(); break; } model_list.render_outlines(); model_list.render_insignias(); model_list.render_arcs(); gr_zbias(0); gr_set_cull(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_clear_states(); gr_reset_lighting(); gr_set_lighting(false, false); if ( render_info->get_debug_flags() ) { model_render_debug(model_num, orient, pos, render_info->get_model_flags(), render_info->get_debug_flags(), render_info->get_object_number(), render_info->get_detail_level_lock()); } } void model_render_queue(model_render_params *interp, model_draw_list *scene, int model_num, matrix *orient, vec3d *pos) { int i; const int objnum = interp->get_object_number(); const int model_flags = interp->get_model_flags(); model_material rendering_material; polymodel *pm = model_get(model_num); polymodel_instance *pmi = NULL; float light_factor = model_render_determine_light_factor(interp, pos, model_flags); if ( light_factor < (1.0f/32.0f) ) { // If it is too far, exit return; } rendering_material.set_light_factor(light_factor); if ( interp->is_clip_plane_set() ) { rendering_material.set_clip_plane(interp->get_clip_plane_normal(), interp->get_clip_plane_pos()); } if ( interp->is_team_color_set() ) { rendering_material.set_team_color(interp->get_team_color()); } if ( model_flags & MR_FORCE_CLAMP ) { rendering_material.set_texture_addressing(TMAP_ADDRESS_CLAMP); } else { rendering_material.set_texture_addressing(TMAP_ADDRESS_WRAP); } model_render_set_glow_points(pm, objnum); if ( !(model_flags & MR_NO_LIGHTING) ) { scene->set_light_filter(objnum, pos, pm->rad); } ship *shipp = NULL; object *objp = NULL; if (objnum >= 0) { objp = &Objects[objnum]; if (objp->type == OBJ_SHIP) { shipp = &Ships[objp->instance]; pmi = model_get_instance(shipp->model_instance_num); } else if (pm->flags & PM_FLAG_HAS_INTRINSIC_ROTATE) { if (objp->type == OBJ_ASTEROID) pmi = model_get_instance(Asteroids[objp->instance].model_instance_num); else if (objp->type == OBJ_WEAPON) pmi = model_get_instance(Weapons[objp->instance].model_instance_num); else Warning(LOCATION, "Unsupported object type %d for rendering intrinsic-rotate submodels!", objp->type); } } // is this a skybox with a rotating submodel? extern int Nmodel_num, Nmodel_instance_num; if (model_num == Nmodel_num && Nmodel_instance_num >= 0) pmi = model_get_instance(Nmodel_instance_num); // Set the flags we will pass to the tmapper uint tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB; if ( !(model_flags & MR_NO_TEXTURING) ) { tmap_flags |= TMAP_FLAG_TEXTURED; if ( (pm->flags & PM_FLAG_ALLOW_TILING) && tiling) tmap_flags |= TMAP_FLAG_TILED; if ( !(model_flags & MR_NO_CORRECT) ) { tmap_flags |= TMAP_FLAG_CORRECT; } } if ( model_flags & MR_DESATURATED ) { rendering_material.set_desaturation(true); } if ( interp->get_animated_effect_num() >= 0 ) { rendering_material.set_animated_effect(interp->get_animated_effect_num(), interp->get_animated_effect_timer()); } bool is_outlines_only = (model_flags & MR_NO_POLYS) && ((model_flags & MR_SHOW_OUTLINE_PRESET) || (model_flags & MR_SHOW_OUTLINE)); bool is_outlines_only_htl = (model_flags & MR_NO_POLYS) && (model_flags & MR_SHOW_OUTLINE_HTL); scene->push_transform(pos, orient); float depth = model_render_determine_depth(objnum, model_num, orient, pos, interp->get_detail_level_lock()); int detail_level = model_render_determine_detail(depth, objnum, model_num, orient, pos, model_flags, interp->get_detail_level_lock()); // If we're rendering attached weapon models, check against the ships' tabled Weapon Model Draw Distance (which defaults to 200) if ( model_flags & MR_ATTACHED_MODEL && shipp != NULL ) { if (depth > Ship_info[shipp->ship_info_index].weapon_model_draw_distance) { scene->pop_transform(); return; } } // #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 vec3d auto_back = ZERO_VECTOR; bool set_autocen = model_render_determine_autocenter(&auto_back, pm, detail_level, model_flags); if ( set_autocen ) { scene->push_transform(&auto_back, NULL); } // if we're in nebula mode, fog everything except for the warp holes and other non-fogged models if ( (The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !(model_flags & MR_NO_FOGGING) ) { 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); rendering_material.set_fog(r, g, b, fog_near, fog_far); } else { rendering_material.set_fog(); } if ( is_outlines_only_htl ) { rendering_material.set_fill_mode(GR_FILL_MODE_WIRE); tmap_flags &= ~TMAP_FLAG_RGB; } else { rendering_material.set_fill_mode(GR_FILL_MODE_SOLID); } color clr = interp->get_color(); rendering_material.set_color(clr); if ( model_flags & MR_EDGE_ALPHA ) { rendering_material.set_center_alpha(-1); } else if ( model_flags & MR_CENTER_ALPHA ) { rendering_material.set_center_alpha(1); } else { rendering_material.set_center_alpha(0); } if ( interp->is_normal_alpha_set() ) { rendering_material.set_normal_alpha(interp->get_normal_alpha_min(), interp->get_normal_alpha_max()); } if ( interp->is_normal_extrude_set() ) { rendering_material.set_normal_extrude(interp->get_normal_extrude_width()); } if ( ( model_flags & MR_NO_CULL ) || ( model_flags & MR_ALL_XPARENT ) || ( interp->get_warp_bitmap() >= 0 ) ) { rendering_material.set_cull_mode(false); } else { rendering_material.set_cull_mode(true); } if ( !(model_flags & MR_NO_LIGHTING) ) { rendering_material.set_lighting(true); } else { rendering_material.set_lighting(false); } Assertion(!(model_flags & MR_STENCIL_READ && model_flags & MR_STENCIL_WRITE), "Enabling stencil read and write at the same time is not supported!"); if (model_flags & MR_STENCIL_READ) { rendering_material.set_stencil_test(true); rendering_material.set_stencil_func(ComparisionFunction::NotEqual, 1, 0xFFFF); rendering_material.set_stencil_op(StencilOperation::Keep, StencilOperation::Keep, StencilOperation::Keep); } else if (model_flags & MR_STENCIL_WRITE) { rendering_material.set_stencil_test(true); rendering_material.set_stencil_func(ComparisionFunction::Always, 1, 0xFFFF); rendering_material.set_stencil_op(StencilOperation::Keep, StencilOperation::Keep, StencilOperation::Replace); } else { rendering_material.set_stencil_test(false); rendering_material.set_stencil_func(ComparisionFunction::Never, 1, 0xFFFF); rendering_material.set_stencil_op(StencilOperation::Keep, StencilOperation::Keep, StencilOperation::Keep); } if (model_flags & MR_NO_COLOR_WRITES) { rendering_material.set_color_mask(false, false, false, false); } else { rendering_material.set_color_mask(true, true, true, true); } if ( Rendering_to_shadow_map ) { rendering_material.set_depth_bias(-1024); } else { rendering_material.set_depth_bias(0); } if ( !(model_flags & MR_NO_BATCH) && pm->flags & PM_FLAG_BATCHED && !(is_outlines_only || is_outlines_only_htl) ) { // always set batched rendering on if supported tmap_flags |= TMAP_FLAG_BATCH_TRANSFORMS; } if ( (tmap_flags & TMAP_FLAG_BATCH_TRANSFORMS) ) { scene->start_model_batch(pm->n_models); model_render_buffers(scene, &rendering_material, interp, &pm->detail_buffers[detail_level], pm, -1, detail_level, tmap_flags); } // Draw the subobjects bool draw_thrusters = false; bool trans_buffer = false; i = pm->submodel[pm->detail[detail_level]].first_child; while( i >= 0 ) { if ( !pm->submodel[i].is_thruster ) { model_render_children_buffers( scene, &rendering_material, interp, pm, pmi, i, detail_level, tmap_flags, trans_buffer ); } else { draw_thrusters = true; } i = pm->submodel[i].next_sibling; } model_radius = pm->submodel[pm->detail[detail_level]].rad; //*************************** draw the hull of the ship ********************************************* vec3d view_pos = scene->get_view_position(); if ( model_render_check_detail_box(&view_pos, pm, pm->detail[detail_level], model_flags) ) { int detail_model_num = pm->detail[detail_level]; if ( (is_outlines_only || is_outlines_only_htl) && pm->submodel[detail_model_num].outline_buffer != NULL ) { color outline_color = interp->get_color(); scene->add_outline(pm->submodel[detail_model_num].outline_buffer, pm->submodel[detail_model_num].n_verts_outline, &outline_color); } else { model_render_buffers(scene, &rendering_material, interp, &pm->submodel[detail_model_num].buffer, pm, detail_model_num, detail_level, tmap_flags); if ( pm->submodel[detail_model_num].num_arcs ) { model_render_add_lightning( scene, interp, pm, &pm->submodel[detail_model_num] ); } } } // make sure batch rendering is unconditionally off. tmap_flags &= ~TMAP_FLAG_BATCH_TRANSFORMS; if ( pm->flags & PM_FLAG_TRANS_BUFFER && !(is_outlines_only || is_outlines_only_htl) ) { trans_buffer = true; i = pm->submodel[pm->detail[detail_level]].first_child; while( i >= 0 ) { if ( !pm->submodel[i].is_thruster ) { model_render_children_buffers( scene, &rendering_material, interp, pm, pmi, i, detail_level, tmap_flags, trans_buffer ); } i = pm->submodel[i].next_sibling; } view_pos = scene->get_view_position(); if ( model_render_check_detail_box(&view_pos, pm, pm->detail[detail_level], model_flags) ) { int detail_model_num = pm->detail[detail_level]; model_render_buffers(scene, &rendering_material, interp, &pm->submodel[detail_model_num].trans_buffer, pm, detail_model_num, detail_level, tmap_flags); } } // Draw the thruster subobjects if ( draw_thrusters && !(is_outlines_only || is_outlines_only_htl) ) { i = pm->submodel[pm->detail[detail_level]].first_child; trans_buffer = false; while( i >= 0 ) { if (pm->submodel[i].is_thruster) { model_render_children_buffers( scene, &rendering_material, interp, pm, pmi, i, detail_level, tmap_flags, trans_buffer ); } i = pm->submodel[i].next_sibling; } } if ( !( model_flags & MR_NO_TEXTURING ) ) { scene->add_insignia(interp, pm, detail_level, interp->get_insignia_bitmap()); } if ( (model_flags & MR_AUTOCENTER) && (set_autocen) ) { scene->pop_transform(); } scene->pop_transform(); // start rendering glow points -Bobboau if ( (pm->n_glow_point_banks) && !is_outlines_only && !is_outlines_only_htl && !Glowpoint_override ) { model_render_glow_points(pm, shipp, orient, pos, Glowpoint_use_depth_buffer); } // Draw the thruster glow if ( !is_outlines_only && !is_outlines_only_htl ) { if ( ( model_flags & MR_AUTOCENTER ) && set_autocen ) { vec3d autoback_rotated; vm_vec_unrotate(&autoback_rotated, &auto_back, orient); vm_vec_add2(&autoback_rotated, pos); model_queue_render_thrusters( interp, pm, objnum, shipp, orient, &autoback_rotated ); } else { model_queue_render_thrusters( interp, pm, objnum, shipp, orient, pos ); } } } void model_render_set_wireframe_color(color* clr) { Wireframe_color = *clr; }