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Goober5000andClaude Opus 5 e2be023f84 Replace the Cockpit_active global with computed predicates
Cockpit_active was latched inside ship_render_player_ship(), which only
runs when Viewer_obj is non-null.  External, chase, warp-chase, topdown,
free-camera and dead views all null Viewer_obj, so the flag froze at its
last cockpit-view value and cockpitinactive HUD gauges vanished.  It was
also read before being written each frame (by the show-ship check and the
shadow helpers), so those decisions lagged a frame on any transition.

Replace it with three functions computed on demand:
- ship_cockpit_enabled(sip): the ship has a cockpit model and cockpits
  aren't disabled; used by the Show_ship_only_if_cockpits_enabled checks
- ship_render_player_cockpit(sip): the above, outside topdown view;
  replaces three duplicated copies of that expression
- ship_render_player_cockpit_active(): whether the viewer's cockpit is
  being rendered this frame; used by the HUD cockpit-view-choice checks

With the predicate correct, the VM_CHASE special cases added for #4804
are no longer needed and are removed.  In chase view, cockpitinactive
gauges now also respect pop-up state, No_ets, and setRenderOverride,
which the early return in HudGauge::canRender() used to bypass.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-11 23:39:05 -04:00

412 lines
11 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <algorithm>
#include <list>
#include <vector>
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "graphics/light.h"
#include "graphics/shadows.h"
#include "jumpnode/jumpnode.h"
#include "mod_table/mod_table.h"
#include "mission/missionparse.h"
#include "model/modelrender.h"
#include "nebula/neb.h"
#include "object/object.h"
#include "prop/prop.h"
#include "scripting/scripting.h"
#include "render/3d.h"
#include "render/batching.h"
#include "ship/ship.h"
#include "tracing/tracing.h"
#include "weapon/weapon.h"
#include "decals/decals.h"
#include "freespace.h"
#include "utils/modular_curves.h"
class sorted_obj
{
public:
object *obj; // a pointer to the original object
float z, min_z, max_z; // The object's z values relative to viewer
sorted_obj() :
obj(NULL), z(0.0f), min_z(0.0f), max_z(1.0f)
{
}
bool operator < (const sorted_obj &other) const;
};
inline bool sorted_obj::operator < (const sorted_obj &other) const
{
int model_num_a = -1;
int model_num_b = -1;
if ( obj->type == OBJ_SHIP ) {
ship_info *sip = &Ship_info[Ships[obj->instance].ship_info_index];
model_num_a = sip->model_num;
} else if ( obj->type == OBJ_WEAPON ){
weapon_info *wip;
wip = &Weapon_info[Weapons[obj->instance].weapon_info_index];
if ( wip->render_type == WRT_POF ) {
model_num_a = wip->model_num;
}
} else if ( obj->type == OBJ_DEBRIS ) {
debris *db;
db = &Debris[obj->instance];
model_num_a = db->model_num;
} else if ( obj->type == OBJ_ASTEROID ) {
asteroid *asp;
asp = &Asteroids[obj->instance];
model_num_a = Asteroid_info[asp->asteroid_type].subtypes[asp->asteroid_subtype].model_number;
} else if (obj->type == OBJ_RAW_POF) {
model_num_a = Pof_objects[obj->instance].model_num;
} else if (obj->type == OBJ_PROP) {
prop_info *pip = &Prop_info[Props[obj->instance]->prop_info_index];
model_num_a = pip->model_num;
}
if ( other.obj->type == OBJ_SHIP ) {
ship_info *sip = &Ship_info[Ships[other.obj->instance].ship_info_index];
model_num_b = sip->model_num;
} else if ( other.obj->type == OBJ_WEAPON ){
weapon_info *wip;
wip = &Weapon_info[Weapons[other.obj->instance].weapon_info_index];
if ( wip->render_type == WRT_POF ) {
model_num_b = wip->model_num;
}
} else if ( other.obj->type == OBJ_DEBRIS ) {
debris *db;
db = &Debris[other.obj->instance];
model_num_b = db->model_num;
} else if ( other.obj->type == OBJ_ASTEROID ) {
asteroid *asp;
asp = &Asteroids[other.obj->instance];
model_num_b = Asteroid_info[asp->asteroid_type].subtypes[asp->asteroid_subtype].model_number;
} else if (other.obj->type == OBJ_RAW_POF) {
model_num_b = Pof_objects[other.obj->instance].model_num;
} else if (other.obj->type == OBJ_PROP) {
prop_info* pip = &Prop_info[Props[other.obj->instance]->prop_info_index];
model_num_b = pip->model_num;
}
if ( model_num_a == model_num_b ) {
return (max_z > other.max_z);
}
return model_num_a < model_num_b;
}
SCP_vector<sorted_obj> Sorted_objects;
SCP_vector<object*> effect_ships;
SCP_vector<object*> transparent_objects;
bool object_had_transparency = false;
// Used to (fairly) quicky find the 8 extreme
// points around an object.
vec3d check_offsets[8] = {
{ { { -1.0f, -1.0f, -1.0f } } },
{ { { -1.0f, -1.0f, 1.0f } } },
{ { { -1.0f, 1.0f, -1.0f } } },
{ { { -1.0f, 1.0f, 1.0f } } },
{ { { 1.0f, -1.0f, -1.0f } } },
{ { { 1.0f, -1.0f, 1.0f } } },
{ { { 1.0f, 1.0f, -1.0f } } },
{ { { 1.0f, 1.0f, 1.0f } } }
};
// See if an object is in the view cone.
// Returns:
// 0 if object isn't in the view cone
// 1 if object is in cone
// This routine could possibly be optimized. Right now, for an
// offscreen object, it has to rotate 8 points to determine it's
// offscreen. Not the best considering we're looking at a sphere.
int obj_in_view_cone( object * objp )
{
int i;
vec3d tmp,pt;
ubyte codes;
// Center isn't in... are other points?
ubyte and_codes = 0xff;
float obj_size;
if (objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].render_type == WRT_LASER) {
auto wp = &Weapons[objp->instance];
auto wip = &Weapon_info[wp->weapon_info_index];
float length_scalar = wip->weapon_curves.get_output(weapon_info::WeaponCurveOutputs::LASER_LENGTH_MULT, *wp, &wp->modular_curves_instance);
if (wip->laser_length_by_frametime) {
length_scalar *= flFrametime;
}
float radius_scalar = wip->weapon_curves.get_output(weapon_info::WeaponCurveOutputs::LASER_RADIUS_MULT, *wp, &wp->modular_curves_instance);
obj_size = (wip->laser_length * length_scalar) + (wip->laser_head_radius * radius_scalar);
} else {
obj_size = objp->radius;
}
for (i=0; i<8; i++ ) {
vm_vec_scale_add( &pt, &objp->pos, &check_offsets[i], obj_size );
codes=g3_rotate_vector(&tmp,&pt);
if ( !codes ) {
//mprintf(( "A point is inside, so render it.\n" ));
return 1; // this point is in, so return 1
}
and_codes &= codes;
}
if (and_codes) {
//mprintf(( "All points offscreen, so don't render it.\n" ));
return 0; //all points off screen
}
//mprintf(( "All points inside, so render it, but doesn't need clipping.\n" ));
return 1;
}
inline bool obj_render_is_model(object *obj)
{
return obj->type == OBJ_SHIP
|| (obj->type == OBJ_WEAPON
&& Weapon_info[Weapons[obj->instance].weapon_info_index].render_type == WRT_POF)
|| obj->type == OBJ_ASTEROID
|| obj->type == OBJ_DEBRIS
|| obj->type == OBJ_JUMP_NODE
|| obj->type == OBJ_RAW_POF
|| obj->type == OBJ_PROP;
}
// Are there reasons to hide objects base on distance?
bool is_full_nebula()
{
return (The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running;
}
// Sorts all the objects by Z and renders them
void obj_render_all(const std::function<void(object*)>& render_function, bool *draw_viewer_last )
{
object *objp;
int i;
objp = Objects;
for (i=0;i<=Highest_object_index;i++,objp++) {
if ( (objp->type != OBJ_NONE) && (objp->flags[Object::Object_Flags::Renders]) ) {
objp->flags.remove(Object::Object_Flags::Was_rendered);
if ( obj_in_view_cone(objp) ) {
sorted_obj osp;
osp.obj = objp;
vec3d to_obj;
vm_vec_sub( &to_obj, &objp->pos, &Eye_position );
osp.z = vm_vec_dot( &Eye_matrix.vec.fvec, &to_obj );
/*
if ( objp->type == OBJ_SHOCKWAVE )
osp.z -= 2*objp->radius;
*/
// Make warp in effect draw after any ship in it
if ( objp->type == OBJ_FIREBALL ) {
//if ( fireball_is_warp(objp) ) {
osp.z -= 2*objp->radius;
//}
}
osp.min_z = osp.z - objp->radius;
osp.max_z = osp.z + objp->radius;
Sorted_objects.push_back(osp);
}
}
}
if ( Sorted_objects.empty() )
return;
std::sort(Sorted_objects.begin(), Sorted_objects.end());
gr_zbuffer_set( GR_ZBUFF_FULL );
bool full_neb = is_full_nebula();
bool c_viewer = (!Viewer_mode || (Viewer_mode & VM_PADLOCK_ANY) || (Viewer_mode & VM_OTHER_SHIP) || (Viewer_mode & VM_TRACK));
// now draw them
// only render models in this loop in order to minimize state changes
SCP_vector<sorted_obj>::iterator os;
for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) {
object *obj = os->obj;
obj->flags.set(Object::Object_Flags::Was_rendered);
//This is for ship cockpits. Bobb, feel free to optimize this any way you see fit
if ( (obj == Viewer_obj)
&& (obj->type == OBJ_SHIP)
&& c_viewer
&& (Ship_info[Ships[obj->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model])
&& (!Show_ship_only_if_cockpits_enabled || ship_cockpit_enabled(&Ship_info[Ships[obj->instance].ship_info_index])) )
{
(*draw_viewer_last) = true;
continue;
}
// if we're fullneb, fire up the fog - this also generates a fog table
if (full_neb) {
// maybe skip rendering an object because its obscured by the nebula
if(neb2_skip_render(obj, os->z)){
continue;
}
}
if ( obj_render_is_model(obj) ) {
if( ((obj->type == OBJ_SHIP) && Ships[obj->instance].shader_effect_timestamp.isValid()) || (obj->type == OBJ_FIREBALL) )
effect_ships.push_back(obj);
else
render_function(obj);
}
if(object_had_transparency)
{
object_had_transparency = false;
transparent_objects.push_back(obj);
}
}
gr_deferred_lighting_msaa();
gr_deferred_lighting_end();
// we're done rendering models so flush render states
gr_clear_states();
// render everything else that isn't a model
for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) {
object *obj = os->obj;
obj->flags.set(Object::Object_Flags::Was_rendered);
if ( obj_render_is_model(obj) )
continue;
// maybe skip rendering an object because its obscured by the nebula
if(full_neb && neb2_skip_render(obj, os->z)){
continue;
}
render_function(obj);
}
Sorted_objects.clear();
batching_render_all();
batching_render_all(true);
}
void obj_render_queue_all()
{
GR_DEBUG_SCOPE("Render all objects");
TRACE_SCOPE(tracing::RenderScene);
object *objp;
int i;
model_draw_list scene;
objp = Objects;
gr_deferred_lighting_begin(false);
scene.init();
bool full_neb = is_full_nebula();
for ( i = 0; i <= Highest_object_index; i++,objp++ ) {
if ( (objp->type != OBJ_NONE) && ( objp->flags [Object::Object_Flags::Renders] ) ) {
objp->flags.remove(Object::Object_Flags::Was_rendered);
if ( !obj_in_view_cone(objp) ) {
continue;
}
if ( full_neb ) {
vec3d to_obj;
vm_vec_sub( &to_obj, &objp->pos, &Eye_position );
float z = vm_vec_dot( &Eye_matrix.vec.fvec, &to_obj );
if ( neb2_skip_render(objp, z) ){
continue;
}
}
if ( (objp->type == OBJ_SHIP) && Ships[objp->instance].shader_effect_timestamp.isValid() ) {
effect_ships.push_back(objp);
continue;
}
objp->flags.set(Object::Object_Flags::Was_rendered);
obj_queue_render(objp, &scene);
}
}
scene.init_render();
if (Shadow_quality != ShadowQuality::Disabled) {
shadow_cascade_params_bind(Num_cockpit_shadow_cascades, Num_shadow_cascades);
}
scene.render_all(ZBUFFER_TYPE_FULL);
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_zbias(0);
gr_set_cull(0);
gr_clear_states();
gr_set_fill_mode(GR_FILL_MODE_SOLID);
gr_deferred_lighting_msaa();
decals::renderAll();
gr_deferred_lighting_end();
gr_deferred_lighting_finish();
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_reset_lighting();
// now render transparent meshes
scene.render_all(ZBUFFER_TYPE_READ);
scene.render_all(ZBUFFER_TYPE_NONE);
// render electricity effects and insignias
scene.render_outlines();
scene.render_insignias();
scene.render_arcs();
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_zbias(0);
gr_set_cull(0);
gr_set_fill_mode(GR_FILL_MODE_SOLID);
gr_clear_states();
}