Files
fs2open.github.com/code/object/objectsort.cpp
T
BMagnuandGoober5000 20c8417e8b Fullneb Revamp (#7352)
* change to new fog system

* Fix fog conversion issues

* remove unused old neb values

* Update scripting API

* temporary old-value round trip

* Rewrite nebula fog with four explicit parameters

Replace the legacy `+Fog Near Mult` / `+Fog Far Mult` model — which
depended on fixed engine constants — with four parameters that map
directly to renderer behavior:

  +Fog 1000m Visibility    fraction of light surviving 1000m of fog
  +Fog Near Distance       meters from camera where fog begins
  +Fog Skybox Clip Distance  max render distance for the skybox in fog
  +Fog Clip Distance       max render distance for the scene in fog

The deferred-lighting fog shader, material system, model renderer,
object sort, and the Lua mission API all consume the new parameters
directly. The legacy `Neb2_fog_near_mult` / `Neb2_fog_far_mult`
globals are removed.

Mission parsing accepts either the legacy keys or the modern keys.
Legacy values are converted to the modern set at parse time, and a
per-mission flag (`Neb2_fog_use_legacy_values`) records which keys to
write back on save. The flag is cleared only when something actually
changes, so opening and OK'ing an unmodified legacy mission preserves
its on-disk format. Saving uses `optional_string_fred` to preserve
user comments through edit cycles.

FRED2 and QtFRED background editors both expose the four parameters
in place of the old multipliers, with friendly labels and tooltips.
Both editors validate input (visibility clamped to [0, 1]; near
distance must be > 0; skybox and scene clip distances may be 0 to
disable fog at that range) and use a snapshot-and-compare at close
time so that a no-op open-then-OK never spuriously rewrites a legacy
mission in the modern format.

FRED2's background dialog is also reorganized so that "Display bg
bitmaps in nebula", "Override nebula fog palette", the RGB row, and
the four fog parameters all sit inside the Nebula group box; the
"Old Nebula" group box is restored below it with its Pattern, Color,
Pitch, Bank, and Heading controls back inside the frame. The dialog
now overrides PreTranslateMessage so that the new fog tooltips —
and the previously broken "Save sun/bitmap angles in correct format"
tooltip — actually fire.

QtFRED's BackgroundEditor.ui adds four QDoubleSpinBox controls in
the existing nebula form layout, with per-field decimals chosen to
avoid scientific notation, and per-field min/max declaring the
validation rules. The QtFRED help page is updated to describe the
new fields.

* fix tooltips

* restore forward-renderer fog

* Clang Tidy

* address feedback

* Refine nebula fog rewrite

- Rename Neb2_fog_use_legacy_values to Neb2_fog_save_legacy_values
  to reflect that the flag governs save format, not runtime
  behavior.
- Decide both the save flag and the legacy-to-modern conversion
  purely from whether the file contains modern fog keys, dropping
  the prior heuristic based on required_fso_version. A mission
  without modern keys (legacy- or retail-format) converts on load
  and saves back in legacy format; missions with modern keys are
  saved as modern.
- Snapshot the four fog values as floats at editor open and use
  fl_equal for the no-change comparison in both FRED2 and QtFRED,
  replacing the FRED2 CString comparison and the QtFRED strict
  inequality.
- Document the on-disk invariant in missionsave: when not saving
  legacy keys, the four modern keys must always be written (never
  gated on "only if non-default"), since the parser uses their
  presence to decide whether to run the conversion on next load.

---------

Co-authored-by: Goober5000 <[email protected]>
2026-05-28 14:43:48 +09:00

406 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 "jumpnode/jumpnode.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 || Cockpit_active) )
{
(*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();
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();
}