Files
fs2open.github.com/code/fred2/fredrender.cpp
T

2097 lines
53 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 "stdafx.h"
#include "FRED.h"
#include "FREDDoc.h"
#include "FREDView.h"
#include "MainFrm.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <float.h>
#include "Management.h"
#include "math/vecmat.h"
#include "graphics/tmapper.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "model/model.h"
#include "bmpman/bmpman.h"
#include "io/key.h"
#include "physics/physics.h"
#include "math/floating.h"
#include "object/object.h"
#include "model/model.h"
#include "palman/palman.h"
#include "editor.h"
#include "ship/ship.h"
#include "cfile/cfile.h"
#include "mission/missionparse.h"
#include "globalincs/linklist.h"
#include "math/fvi.h"
#include "render/3dinternal.h"
#include "weapon/weapon.h"
#include "wing.h"
#include "FredRender.h"
#include <windows.h>
#include "starfield/starfield.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "asteroid/asteroid.h"
#include "jumpnode/jumpnode.h"
#include "graphics/font.h"
#include "cmdline/cmdline.h"
#include "iff_defs/iff_defs.h"
#include "mod_table/mod_table.h"
extern float flFrametime;
extern subsys_to_render Render_subsys;
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this.
#define MIN_FRAMETIME (F1_0/120)
#define LOLLIPOP_SIZE 2.5f
#define CONVERT_DEGREES 57.29578f // conversion factor from radians to degrees
const float FRED_DEFAULT_HTL_FOV = 0.485f;
const float FRED_BRIEFING_HTL_FOV = 0.325f;
const float FRED_DEAFULT_HTL_DRAW_DIST = 300000.0f;
int Aa_gridlines = 0;
int Fred_outline = 0;
int inited = -1;
int player_start1;
int Editing_mode = 1;
int Control_mode = 0;
int last_x=0, last_y=0;
int Show_grid = 1;
int Show_outlines = 0;
int Show_stars = 1;
int Show_grid_positions = 1;
int Show_coordinates = 0;
int Show_distances = 0;
int Show_horizon = 0;
int Show_asteroid_field = 1;
int Lookat_mode = 0;
int Single_axis_constraint = 0;
int Universal_heading = 0;
int Flying_controls_mode = 1;
int Group_rotate = 1;
int info_popup_active = 0;
int rendering_order[MAX_SHIPS];
int render_count = 0;
int Last_cursor_over = -1;
int True_rw, True_rh;
int Fixed_briefing_size = 1;
fix lasttime = 0;
vec3d my_pos = {0.0f, 0.0f, -5.0f};
vec3d view_pos, eye_pos, Viewer_pos, Last_eye_pos = { 0.0f };
vec3d Last_control_pos = { 0.0f };
vec3d Grid_center;
vec3d Constraint = { 1.0f, 0.0f, 1.0f };
vec3d Anticonstraint = { 0.0f, 1.0f, 0.0f };
vec3d Tp1, Tp2; // test points
matrix Grid_gmatrix;
matrix my_orient = IDENTITY_MATRIX;
matrix trackball_orient = IDENTITY_MATRIX;
matrix view_orient = IDENTITY_MATRIX, eye_orient, Last_eye_orient = IDENTITY_MATRIX;
matrix Last_control_orient = IDENTITY_MATRIX;
physics_info view_physics;
control_info view_controls;
CWnd info_popup;
static vec3d Global_light_world = { 0.208758f, -0.688253f, -0.694782f };
void display_distances();
void render_model_x(vec3d *pos, grid *gridp, int col_scheme = 0);
void render_model_x_htl(vec3d *pos, grid *gridp, int col_scheme = 0);
void draw_orient_sphere(object *obj, int r, int g, int b);
void draw_orient_sphere2(int col, object *obj, int r, int g, int b);
void render_compass(void);
void draw_compass_arrow(vec3d *v0);
void process_controls(vec3d *pos, matrix *orient, float frametime, int key, int mode = 0);
void render_one_model(object *objp);
void inc_mission_time();
void draw_asteroid_field();
void hilight_bitmap();
color colour_white;
color colour_green;
color colour_black;
color colour_yellow;
#define FRED_COLOUR_WHITE 0xffffff
#define FRED_COLOUR_YELLOW 0x9fff00
void fred_enable_htl()
{
gr_set_proj_matrix((4.0f/9.0f) * PI * (Briefing_dialog ? Briefing_window_FOV : FRED_DEFAULT_HTL_FOV), gr_screen.aspect*(float)gr_screen.clip_width/(float)gr_screen.clip_height, 1.0f, FRED_DEAFULT_HTL_DRAW_DIST);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
void fred_disable_htl()
{
gr_end_proj_matrix();
gr_end_view_matrix();
}
// Called every time a new mission is created (and erasing old mission from memory).
// New mission should be blank at this point.
void fred_render_init()
{
vec3d f, u, r;
physics_init(&view_physics);
view_physics.max_vel.xyz.z = 5.0f; //forward/backward
view_physics.max_rotvel.xyz.x = 1.5f; //pitch
memset(&view_controls, 0, sizeof(control_info));
vm_vec_make(&view_pos, 0.0f, 150.0f, -200.0f);
vm_vec_make(&f, 0.0f, -0.5f, 0.866025404f); // 30 degree angle
vm_vec_make(&u, 0.0f, 0.866025404f, 0.5f);
vm_vec_make(&r, 1.0f, 0.0f, 0.0f);
vm_vector_2_matrix(&view_orient, &f, &u, &r);
The_grid = create_default_grid();
maybe_create_new_grid(The_grid, &view_pos, &view_orient, 1);
// vm_set_identity(&view_orient);
gr_init_alphacolor( &colour_white, 255,255,255,255);
gr_init_alphacolor( &colour_green, 0,200,0,255);
gr_init_alphacolor( &colour_yellow, 200,255,0,255);
gr_init_alphacolor( &colour_black, 0,0,0,255);
}
void level_object(matrix *orient)
{
vec3d u;
u = orient->vec.uvec = The_grid->gmatrix.vec.uvec;
if (u.xyz.x) // y-z plane
{
orient->vec.fvec.xyz.x = orient->vec.rvec.xyz.x = 0.0f;
} else if (u.xyz.y) { // x-z plane
orient->vec.fvec.xyz.y = orient->vec.rvec.xyz.y = 0.0f;
} else if (u.xyz.z) { // x-y plane
orient->vec.fvec.xyz.z = orient->vec.rvec.xyz.z = 0.0f;
}
vm_fix_matrix(orient);
}
void level_controlled()
{
int cmode, count = 0;
object *objp;
cmode = Control_mode;
if ((viewpoint == 1) && !cmode)
cmode = 2;
switch (cmode) {
case 0: // Control the viewer's location and orientation
level_object(&view_orient);
break;
case 2: // Control viewpoint object
level_object(&Objects[view_obj].orient);
object_moved(&Objects[view_obj]);
set_modified();
FREDDoc_ptr->autosave("level object");
break;
case 1: // Control the current object's location and orientation
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->flags & OF_MARKED)
level_object(&objp->orient);
objp = GET_NEXT(objp);
}
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->flags & OF_MARKED) {
object_moved(objp);
count++;
}
objp = GET_NEXT(objp);
}
if (count) {
if (count > 1)
FREDDoc_ptr->autosave("level objects");
else
FREDDoc_ptr->autosave("level object");
set_modified();
}
break;
}
return;
}
void align_vector_to_axis(vec3d *v)
{
float x, y, z;
x = v->xyz.x;
if (x < 0)
x = -x;
y = v->xyz.y;
if (y < 0)
y = -y;
z = v->xyz.z;
if (z < 0)
z = -z;
if ((x > y) && (x > z)) { // x axis
if (v->xyz.x < 0) // negative x
vm_vec_make(v, -1.0f, 0.0f, 0.0f);
else // positive x
vm_vec_make(v, 1.0f, 0.0f, 0.0f);
} else if (y > z) { // y axis
if (v->xyz.y < 0) // negative y
vm_vec_make(v, 0.0f, -1.0f, 0.0f);
else // positive y
vm_vec_make(v, 0.0f, 1.0f, 0.0f);
} else { // z axis
if (v->xyz.z < 0) // negative z
vm_vec_make(v, 0.0f, 0.0f, -1.0f);
else // positive z
vm_vec_make(v, 0.0f, 0.0f, 1.0f);
}
}
void verticalize_object(matrix *orient)
{
align_vector_to_axis(&orient->vec.fvec);
align_vector_to_axis(&orient->vec.uvec);
align_vector_to_axis(&orient->vec.rvec);
vm_fix_matrix(orient); // just in case something odd occurs.
}
void verticalize_controlled()
{
int cmode, count = 0;
object *objp;
cmode = Control_mode;
if ((viewpoint == 1) && !cmode)
cmode = 2;
switch (cmode) {
case 0: // Control the viewer's location and orientation
verticalize_object(&view_orient);
break;
case 2: // Control viewpoint object
verticalize_object(&Objects[view_obj].orient);
object_moved(&Objects[view_obj]);
FREDDoc_ptr->autosave("align object");
set_modified();
break;
case 1: // Control the current object's location and orientation
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->flags & OF_MARKED)
verticalize_object(&objp->orient);
objp = GET_NEXT(objp);
}
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->flags & OF_MARKED) {
object_moved(objp);
count++;
}
objp = GET_NEXT(objp);
}
if (count) {
if (count > 1)
FREDDoc_ptr->autosave("align objects");
else
FREDDoc_ptr->autosave("align object");
set_modified();
}
break;
}
return;
}
void move_mouse( int btn, int mdx, int mdy )
{
int dx, dy;
dx = mdx - last_x;
dy = mdy - last_y;
last_x = mdx;
last_y = mdy;
if ( btn & 1 ) {
matrix tempm, mousem;
if ( dx || dy ) {
vm_trackball( dx, dy, &mousem );
vm_matrix_x_matrix(&tempm, &trackball_orient, &mousem);
trackball_orient = tempm;
view_orient = trackball_orient;
}
}
if ( btn & 2 ) {
my_pos.xyz.z += (float)dy;
}
}
///////////////////////////////////////////////////
void process_system_keys(int key)
{
// mprintf(("Key = %d\n", key));
switch (key) {
case KEY_LAPOSTRO:
CFREDView::GetView()->cycle_constraint();
break;
case KEY_R: // for some stupid reason, an accelerator for 'R' doesn't work.
Editing_mode = 2;
break;
case KEY_SPACEBAR:
Selection_lock = !Selection_lock;
break;
case KEY_ESC:
if (button_down)
cancel_drag();
break;
}
}
void render_waypoints(void)
{
vertex v;
SCP_list<waypoint_list>::iterator ii;
SCP_vector<waypoint>::iterator jj;
for (ii = Waypoint_lists.begin(); ii != Waypoint_lists.end(); ++ii)
{
vec3d *prev_vec = NULL;
for (jj = ii->get_waypoints().begin(); jj != ii->get_waypoints().end(); ++jj)
{
g3_rotate_vertex(&v, jj->get_pos());
if (!(v.codes & CC_BEHIND))
{
if (!(g3_project_vertex(&v) & PF_OVERFLOW))
{
if (cur_waypoint_list == &(*ii) && cur_waypoint == &(*jj))
gr_set_color(255, 255, 255);
else if (Objects[jj->get_objnum()].flags & OF_MARKED)
gr_set_color(160, 255, 0);
else
gr_set_color(160, 96, 0);
g3_draw_sphere(&v, LOLLIPOP_SIZE);
if (prev_vec == NULL)
gr_set_color(160, 96, 0);
else
gr_set_color(0, 0, 0);
g3_draw_sphere(&v, LOLLIPOP_SIZE * 0.66667f);
gr_set_color(160, 96, 0);
g3_draw_sphere(&v, LOLLIPOP_SIZE * 0.33333f);
}
}
render_model_x(jj->get_pos(), The_grid, 1);
gr_set_color(160, 96, 0);
if (prev_vec != NULL)
rpd_line(prev_vec, jj->get_pos());
prev_vec = jj->get_pos();
}
}
}
// --------------------------------------------------------------------------------
// get_subsystem_world_pos2() returns the world position for a given subobject on a ship
//
vec3d* get_subsystem_world_pos2(object* parent_obj, ship_subsys* subsys, vec3d* world_pos)
{
if (subsys == NULL) {
*world_pos = parent_obj->pos;
return world_pos;
}
vm_vec_unrotate(world_pos, &subsys->system_info->pnt, &parent_obj->orient);
vm_vec_add2(world_pos, &parent_obj->pos);
return world_pos;
}
// returns 1 for valid bounding rect, 0 otherwise
int get_subsys_bounding_rect(object *ship_obj, ship_subsys *subsys, int *x1, int *x2, int *y1, int *y2)
{
if (subsys != NULL) {
vertex subobj_vertex;
vec3d subobj_pos;
get_subsystem_world_pos2(ship_obj, subsys, &subobj_pos);
g3_rotate_vertex(&subobj_vertex, &subobj_pos);
g3_project_vertex(&subobj_vertex);
if (subobj_vertex.flags & PF_OVERFLOW) // if overflow, no point in drawing brackets
return 0;
int bound_rc;
bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &ship_obj->orient, &subobj_pos, x1, y1, x2, y2);
if ( bound_rc != 0 )
return 0;
return 1;
}
return 0;
}
void cancel_display_active_ship_subsystem()
{
Render_subsys.do_render = false;
Render_subsys.ship_obj = NULL;
Render_subsys.cur_subsys = NULL;
}
void fredhtl_render_subsystem_bounding_box(subsys_to_render * s2r)
{
vertex text_center;
polymodel *pm = model_get(Ship_info[Ships[s2r->ship_obj->instance].ship_info_index].model_num);
int subobj_num = s2r->cur_subsys->system_info->subobj_num;
bsp_info *bsp = &pm->submodel[subobj_num];
char buf[256];
vec3d front_top_left = bsp->bounding_box[7];
vec3d front_top_right = bsp->bounding_box[6];
vec3d front_bot_left = bsp->bounding_box[4];
vec3d front_bot_right = bsp->bounding_box[5];
vec3d back_top_left = bsp->bounding_box[3];
vec3d back_top_right = bsp->bounding_box[2];
vec3d back_bot_left = bsp->bounding_box[0];
vec3d back_bot_right = bsp->bounding_box[1];
gr_set_color(255, 32, 32);
fred_enable_htl();
//draw a cube around the subsystem
g3_start_instance_matrix(&s2r->ship_obj->pos, &s2r->ship_obj->orient, true);
g3_start_instance_matrix(&bsp->offset, &vmd_identity_matrix, true);
g3_draw_htl_line(&front_top_left, &front_top_right);
g3_draw_htl_line(&front_top_right, &front_bot_right);
g3_draw_htl_line(&front_bot_right, &front_bot_left);
g3_draw_htl_line(&front_bot_left, &front_top_left);
g3_draw_htl_line(&back_top_left, &back_top_right);
g3_draw_htl_line(&back_top_right, &back_bot_right);
g3_draw_htl_line(&back_bot_right, &back_bot_left);
g3_draw_htl_line(&back_bot_left, &back_top_left);
g3_draw_htl_line(&front_top_left, &back_top_left);
g3_draw_htl_line(&front_top_right, &back_top_right);
g3_draw_htl_line(&front_bot_left, &back_bot_left);
g3_draw_htl_line(&front_bot_right, &back_bot_right);
//draw another cube around a gun for a two-part turret
if ((s2r->cur_subsys->system_info->turret_gun_sobj >= 0) && (s2r->cur_subsys->system_info->turret_gun_sobj != s2r->cur_subsys->system_info->subobj_num))
{
bsp_info *bsp_turret = &pm->submodel[s2r->cur_subsys->system_info->turret_gun_sobj];
vec3d front_top_left = bsp_turret->bounding_box[7];
vec3d front_top_right = bsp_turret->bounding_box[6];
vec3d front_bot_left = bsp_turret->bounding_box[4];
vec3d front_bot_right = bsp_turret->bounding_box[5];
vec3d back_top_left = bsp_turret->bounding_box[3];
vec3d back_top_right = bsp_turret->bounding_box[2];
vec3d back_bot_left = bsp_turret->bounding_box[0];
vec3d back_bot_right = bsp_turret->bounding_box[1];
g3_start_instance_matrix(&bsp_turret->offset, &vmd_identity_matrix, true);
g3_draw_htl_line(&front_top_left, &front_top_right);
g3_draw_htl_line(&front_top_right, &front_bot_right);
g3_draw_htl_line(&front_bot_right, &front_bot_left);
g3_draw_htl_line(&front_bot_left, &front_top_left);
g3_draw_htl_line(&back_top_left, &back_top_right);
g3_draw_htl_line(&back_top_right, &back_bot_right);
g3_draw_htl_line(&back_bot_right, &back_bot_left);
g3_draw_htl_line(&back_bot_left, &back_top_left);
g3_draw_htl_line(&front_top_left, &back_top_left);
g3_draw_htl_line(&front_top_right, &back_top_right);
g3_draw_htl_line(&front_bot_left, &back_bot_left);
g3_draw_htl_line(&front_bot_right, &back_bot_right);
g3_done_instance(true);
}
g3_done_instance(true);
g3_done_instance(true);
fred_disable_htl();
//draw the text. rotate the center of the subsystem into place before finding out where to put the text
strcpy_s(buf, Render_subsys.cur_subsys->system_info->subobj_name);
vec3d center_pt;
vm_vec_unrotate(&center_pt, &bsp->offset, &s2r->ship_obj->orient);
vm_vec_add2(&center_pt, &s2r->ship_obj->pos);
g3_rotate_vertex(&text_center, &center_pt);
g3_project_vertex(&text_center);
gr_set_color_fast(&colour_white);
gr_string_win( (int)text_center.screen.xyw.x, (int)text_center.screen.xyw.y, buf);
}
void display_active_ship_subsystem()
{
if (cur_object_index != -1)
{
if (Objects[cur_object_index].type == OBJ_SHIP)
{
object *objp = &Objects[cur_object_index];
int x1, y1, x2, y2;
char buf[256];
// switching to a new ship, so reset
if (objp != Render_subsys.ship_obj) {
cancel_display_active_ship_subsystem();
return;
}
if (Render_subsys.do_render)
{
// get subsys name
strcpy_s(buf, Render_subsys.cur_subsys->system_info->subobj_name);
if (Cmdline_nohtl)
{
// get bounding box
if ( get_subsys_bounding_rect(objp, Render_subsys.cur_subsys, &x1, &x2, &y1, &y2) )
{
// set color
gr_set_color(255, 32, 32);
// draw box
gr_line(x1, y1, x1, y2); gr_line(x1-1, y1, x1-1, y2);
gr_line(x1, y2, x2, y2); gr_line(x1, y2+1, x2, y2+1);
gr_line(x2, y2, x2, y1); gr_line(x2+1, y2, x2+1, y1);
gr_line(x2, y1, x1, y1); gr_line(x2, y1-1, x1, y1-1);
// draw text
gr_set_color_fast(&colour_white);
gr_string_win( (x1+x2)/2, y2 + 10, buf);
}
}
else
{
fredhtl_render_subsystem_bounding_box(&Render_subsys);
}
}
else
{
cancel_display_active_ship_subsystem();
}
}
}
}
void render_one_model_htl(object *objp);
void render_one_model_nohtl(object *objp);
void render_one_model_briefing_screen(object *objp);
void render_models(void)
{
gr_set_color_fast(&colour_white);
render_count = 0;
if ( (ENVMAP == -1) && strlen(The_mission.envmap_name) ) {
ENVMAP = bm_load(The_mission.envmap_name);
}
bool f=false;
if (Cmdline_nohtl)
{
obj_render_all(render_one_model_nohtl,&f);
}
else
{
fred_enable_htl();
obj_render_all(render_one_model_htl,&f);
fred_disable_htl();
}
if (Briefing_dialog)
{
obj_render_all(render_one_model_briefing_screen, &f);
Briefing_dialog->batch_render();
}
}
void render_one_model_briefing_screen(object *objp)
{
if (objp->type == OBJ_POINT)
{
if (objp->instance != BRIEFING_LOOKAT_POINT_ID)
{
Assert(Briefing_dialog);
Briefing_dialog->draw_icon(objp);
render_model_x_htl(&objp->pos, The_grid);
render_count++;
}
}
}
void render_one_model_nohtl(object *objp)
{
int j, z;
uint debug_flags = 0;
object *o2;
Assert(objp->type != OBJ_NONE);
if ( objp->type == OBJ_JUMP_NODE ) {
return;
}
if ((objp->type == OBJ_WAYPOINT) && !Show_waypoints)
return;
if ((objp->type == OBJ_START) && !Show_starts)
return;
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
if (!Show_ships)
return;
if (!Show_iff[Ships[objp->instance].team])
return;
}
if (objp->flags & OF_HIDDEN)
return;
rendering_order[render_count] = OBJ_INDEX(objp);
Fred_outline = 0;
if ((OBJ_INDEX(objp) == cur_object_index) && !Bg_bitmap_dialog)
Fred_outline = FRED_COLOUR_WHITE;
else if ((objp->flags & OF_MARKED) && !Bg_bitmap_dialog) // is it a marked object?
Fred_outline = FRED_COLOUR_YELLOW;
else if ((objp->type == OBJ_SHIP) && Show_outlines) {
color *iff_color = iff_get_color_by_team_and_object(Ships[objp->instance].team, -1, 1, objp);
Fred_outline = (iff_color->red << 16) | (iff_color->green << 8) | (iff_color->blue);
} else if ((objp->type == OBJ_START) && Show_outlines) {
Fred_outline = 0x007f00;
} else
Fred_outline = 0;
// build flags
if ((Show_ship_models || Show_outlines) && ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START))){
if (Show_ship_models){
j = MR_NORMAL;
} else {
j = MR_NO_POLYS;
}
if(Show_dock_points){
debug_flags |= MR_DEBUG_BAY_PATHS;
}
if(Show_paths_fred){
debug_flags |= MR_DEBUG_PATHS;
}
z = objp->instance;
model_clear_instance( Ship_info[Ships[z].ship_info_index].model_num );
// if (!viewpoint || OBJ_INDEX(objp) != cur_object_index)
{
model_render_params render_info;
if (Fred_outline) {
render_info.set_flags(j | MR_SHOW_OUTLINE | MR_NO_TEXTURING | MR_NO_LIGHTING);
render_info.set_color(Fred_outline >> 16, (Fred_outline >> 8) & 0xff, Fred_outline & 0xff);
} else {
render_info.set_flags(j);
}
render_info.set_debug_flags(debug_flags);
render_info.set_replacement_textures(Ships[z].ship_replacement_textures);
model_render_immediate(&render_info, Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos);
}
} else {
int r = 0, g = 0, b = 0;
if (objp->type == OBJ_SHIP)
{
if (!Show_ships)
return;
color *iff_color = iff_get_color_by_team_and_object(Ships[objp->instance].team, -1, 1, objp);
r = iff_color->red;
g = iff_color->green;
b = iff_color->blue;
} else if (objp->type == OBJ_START) {
r = 0; g = 127; b = 0;
} else if (objp->type == OBJ_WAYPOINT) {
r = 96; g = 0; b = 112;
} else if (objp->type == OBJ_POINT) {
if (objp->instance != BRIEFING_LOOKAT_POINT_ID)
{
return;
}
r = 196; g = 32; b = 196;
} else
Assert(0);
if (Fred_outline)
draw_orient_sphere2(Fred_outline, objp, r, g, b);
else
draw_orient_sphere(objp, r, g, b);
}
if (objp->type == OBJ_WAYPOINT)
{
for (j=0; j<render_count; j++)
{
o2 = &Objects[rendering_order[j]];
if (o2->type == OBJ_WAYPOINT)
if ((o2->instance == objp->instance - 1) || (o2->instance == objp->instance + 1))
rpd_line(&o2->pos, &objp->pos);
}
}
render_model_x(&objp->pos, The_grid);
render_count++;
}
void render_one_model_htl(object *objp)
{
int j, z;
uint debug_flags = 0;
object *o2;
Assert(objp->type != OBJ_NONE);
if ( objp->type == OBJ_JUMP_NODE ) {
return;
}
if ((objp->type == OBJ_WAYPOINT) && !Show_waypoints)
return;
if ((objp->type == OBJ_START) && !Show_starts)
return;
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
if (!Show_ships)
return;
if (!Show_iff[Ships[objp->instance].team])
return;
}
if (objp->flags & OF_HIDDEN)
return;
rendering_order[render_count] = OBJ_INDEX(objp);
Fred_outline = 0;
if ((OBJ_INDEX(objp) == cur_object_index) && !Bg_bitmap_dialog)
Fred_outline = FRED_COLOUR_WHITE;
else if ((objp->flags & OF_MARKED) && !Bg_bitmap_dialog) // is it a marked object?
Fred_outline = FRED_COLOUR_YELLOW;
else if ((objp->type == OBJ_SHIP) && Show_outlines) {
color *iff_color = iff_get_color_by_team_and_object(Ships[objp->instance].team, -1, 1, objp);
Fred_outline = (iff_color->red << 16) | (iff_color->green << 8) | (iff_color->blue);
} else if ((objp->type == OBJ_START) && Show_outlines) {
Fred_outline = 0x007f00;
} else
Fred_outline = 0;
// build flags
if ((Show_ship_models || Show_outlines) && ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START))){
g3_start_instance_matrix(&Eye_position, &Eye_matrix, 0);
j = MR_NORMAL;
if(Show_dock_points){
debug_flags |= MR_DEBUG_BAY_PATHS;
}
if(Show_paths_fred){
debug_flags |= MR_DEBUG_PATHS;
}
z = objp->instance;
model_clear_instance( Ship_info[Ships[z].ship_info_index].model_num );
if(!Lighting_on) {
j |= MR_NO_LIGHTING;
gr_set_lighting(false,false);
}
if (FullDetail) {
j |= MR_FULL_DETAIL;
}
model_render_params render_info;
render_info.set_debug_flags(debug_flags);
render_info.set_replacement_textures(Ships[z].ship_replacement_textures);
if (Fred_outline) {
render_info.set_color(Fred_outline >> 16, (Fred_outline >> 8) & 0xff, Fred_outline & 0xff);
render_info.set_flags(j | MR_SHOW_OUTLINE_HTL | MR_NO_LIGHTING | MR_NO_POLYS | MR_NO_TEXTURING);
model_render_immediate(&render_info, Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos);
}
g3_done_instance(0);
if ( Show_ship_models ) {
render_info.set_flags(j);
model_render_immediate(&render_info, Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos);
}
} else {
int r = 0, g = 0, b = 0;
if (objp->type == OBJ_SHIP)
{
if (!Show_ships) {
return;
}
color *iff_color = iff_get_color_by_team_and_object(Ships[objp->instance].team, -1, 1, objp);
r = iff_color->red;
g = iff_color->green;
b = iff_color->blue;
} else if (objp->type == OBJ_START) {
r = 0; g = 127; b = 0;
} else if (objp->type == OBJ_WAYPOINT) {
r = 96; g = 0; b = 112;
} else if (objp->type == OBJ_POINT) {
if (objp->instance != BRIEFING_LOOKAT_POINT_ID) {
Assert(Briefing_dialog);
return;
}
r = 196; g = 32; b = 196;
} else
Assert(0);
float size = fl_sqrt(vm_vec_dist(&eye_pos, &objp->pos) / 20.0f);
if (size < LOLLIPOP_SIZE)
size = LOLLIPOP_SIZE;
if (Fred_outline)
{
gr_set_color(__min(r*2,255),__min(g*2,255),__min(b*2,255));
g3_draw_htl_sphere(&objp->pos, size * 1.5f);
}
else
{
gr_set_color(r,g,b);
g3_draw_htl_sphere(&objp->pos, size);
}
}
if (objp->type == OBJ_WAYPOINT)
{
for (j=0; j<render_count; j++)
{
o2 = &Objects[rendering_order[j]];
if (o2->type == OBJ_WAYPOINT)
{
if ((o2->instance == objp->instance - 1) || (o2->instance == objp->instance + 1))
{
g3_draw_htl_line(&o2->pos, &objp->pos);
}
}
}
}
render_model_x_htl(&objp->pos, The_grid);
render_count++;
}
void display_distances()
{
char buf[20];
object *objp, *o2;
vec3d pos;
vertex v;
gr_set_color(255, 0, 0);
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list))
{
if (objp->flags & OF_MARKED)
{
o2 = GET_NEXT(objp);
while (o2 != END_OF_LIST(&obj_used_list))
{
if (o2->flags & OF_MARKED)
{
rpd_line(&objp->pos, &o2->pos);
vm_vec_avg(&pos, &objp->pos, &o2->pos);
g3_rotate_vertex(&v, &pos);
if (!(v.codes & CC_BEHIND))
if (!(g3_project_vertex(&v) & PF_OVERFLOW)) {
sprintf(buf, "%.1f", vm_vec_dist(&objp->pos, &o2->pos));
gr_set_color_fast(&colour_white);
gr_string_win((int) v.screen.xyw.x, (int) v.screen.xyw.y, buf);
}
}
o2 = GET_NEXT(o2);
}
}
objp = GET_NEXT(objp);
}
}
void display_ship_info()
{
char buf[512], pos[80];
int render = 1;
object *objp;
vertex v;
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
Assert(objp->type != OBJ_NONE);
Fred_outline = 0;
render = 1;
if (OBJ_INDEX(objp) == cur_object_index)
Fred_outline = FRED_COLOUR_WHITE;
else if (objp->flags & OF_MARKED) // is it a marked object?
Fred_outline = FRED_COLOUR_YELLOW;
else
Fred_outline = 0;
if ((objp->type == OBJ_WAYPOINT) && !Show_waypoints)
render = 0;
if ((objp->type == OBJ_START) && !Show_starts)
render = 0;
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
if (!Show_ships)
render = 0;
if (!Show_iff[Ships[objp->instance].team])
render = 0;
}
if (objp->flags & OF_HIDDEN)
render = 0;
g3_rotate_vertex(&v, &objp->pos);
if (!(v.codes & CC_BEHIND) && render)
if (!(g3_project_vertex(&v) & PF_OVERFLOW)) {
*buf = 0;
if (Show_ship_info)
{
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
ship *shipp;
int ship_type;
shipp = &Ships[objp->instance];
ship_type = shipp->ship_info_index;
ASSERT(ship_type >= 0);
sprintf(buf, "%s\n%s", shipp->ship_name, Ship_info[ship_type].short_name);
} else if (objp->type == OBJ_WAYPOINT) {
int idx;
waypoint_list *wp_list = find_waypoint_list_with_instance(objp->instance, &idx);
Assert(wp_list != NULL);
sprintf(buf, "%s\nWaypoint %d", wp_list->get_name(), idx + 1);
} else if (objp->type == OBJ_POINT) {
if (objp->instance == BRIEFING_LOOKAT_POINT_ID)
strcpy_s(buf, "Camera lookat point");
else
strcpy_s(buf, "Briefing icon");
} else if (objp->type == OBJ_JUMP_NODE) {
strcpy_s(buf, "Jump Node");
} else
Assert(0);
}
if (Show_coordinates)
{
sprintf(pos, "(%.0f,%.0f,%.0f)", objp->pos.xyz.x, objp->pos.xyz.y, objp->pos.xyz.z);
if (*buf)
strcat_s(buf, "\n");
strcat_s(buf, pos);
}
if (*buf)
{
if (Fred_outline == FRED_COLOUR_WHITE)
gr_set_color_fast(&colour_green);
else if (Fred_outline == FRED_COLOUR_YELLOW)
gr_set_color_fast(&colour_yellow);
else
gr_set_color_fast(&colour_white);
gr_string_win((int) v.screen.xyw.x, (int) v.screen.xyw.y, buf);
}
}
objp = GET_NEXT(objp);
}
}
void draw_orient_sphere(object *obj, int r, int g, int b)
{
int flag = 0;
vertex v;
vec3d v1, v2;
float size;
size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f);
if (size < LOLLIPOP_SIZE)
size = LOLLIPOP_SIZE;
if ((obj->type != OBJ_WAYPOINT) && (obj->type != OBJ_POINT))
{
flag = (vm_vec_dot(&eye_orient.vec.fvec, &obj->orient.vec.fvec) < 0.0f);
v1 = v2 = obj->pos;
vm_vec_scale_add2(&v1, &obj->orient.vec.fvec, size);
vm_vec_scale_add2(&v2, &obj->orient.vec.fvec, size * 1.5f);
if (!flag) {
gr_set_color(192, 192, 192);
rpd_line(&v1, &v2);
}
}
gr_set_color(r, g, b);
g3_rotate_vertex(&v, &obj->pos);
if (!(v.codes & CC_BEHIND))
if (!(g3_project_vertex(&v) & PF_OVERFLOW))
g3_draw_sphere(&v, size);
if (flag) {
gr_set_color(192, 192, 192);
rpd_line(&v1, &v2);
}
}
void draw_orient_sphere2(int col, object *obj, int r, int g, int b)
{
int flag = 0;
vertex v;
vec3d v1, v2;
float size;
size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f);
if (size < LOLLIPOP_SIZE)
size = LOLLIPOP_SIZE;
if ((obj->type != OBJ_WAYPOINT) && (obj->type != OBJ_POINT))
{
flag = (vm_vec_dot(&eye_orient.vec.fvec, &obj->orient.vec.fvec) < 0.0f);
v1 = v2 = obj->pos;
vm_vec_scale_add2(&v1, &obj->orient.vec.fvec, size);
vm_vec_scale_add2(&v2, &obj->orient.vec.fvec, size * 1.5f);
if (!flag) {
gr_set_color(192, 192, 192);
rpd_line(&v1, &v2);
}
}
g3_rotate_vertex(&v, &obj->pos);
if (!(v.codes & CC_BEHIND))
if (!(g3_project_vertex(&v) & PF_OVERFLOW))
{
gr_set_color((col >> 16) & 0xff, (col >> 8) & 0xff, col & 0xff);
g3_draw_sphere(&v, size);
gr_set_color(r, g, b);
g3_draw_sphere(&v, size * 0.75f);
}
if (flag) {
gr_set_color(192, 192, 192);
rpd_line(&v1, &v2);
}
}
void render_model_x(vec3d *pos, grid *gridp, int col_scheme)
{
vec3d gpos; // Location of point on grid.
vec3d tpos;
float dxz;
plane tplane;
vec3d *gv;
if (!Show_grid_positions)
return;
tplane.A = gridp->gmatrix.vec.uvec.xyz.x;
tplane.B = gridp->gmatrix.vec.uvec.xyz.y;
tplane.C = gridp->gmatrix.vec.uvec.xyz.z;
tplane.D = gridp->planeD;
compute_point_on_plane(&gpos, &tplane, pos);
dxz = vm_vec_dist(pos, &gpos)/8.0f;
gv = &gridp->gmatrix.vec.uvec;
if (gv->xyz.x * pos->xyz.x + gv->xyz.y * pos->xyz.y + gv->xyz.z * pos->xyz.z < -gridp->planeD)
gr_set_color(0, 127, 0);
else
gr_set_color(192, 192, 192);
rpd_line(&gpos, pos); // Line from grid to object center.
tpos = gpos;
vm_vec_scale_add2(&gpos, &gridp->gmatrix.vec.rvec, -dxz/2);
vm_vec_scale_add2(&gpos, &gridp->gmatrix.vec.fvec, -dxz/2);
vm_vec_scale_add2(&tpos, &gridp->gmatrix.vec.rvec, dxz/2);
vm_vec_scale_add2(&tpos, &gridp->gmatrix.vec.fvec, dxz/2);
rpd_line(&gpos, &tpos);
vm_vec_scale_add2(&gpos, &gridp->gmatrix.vec.rvec, dxz);
vm_vec_scale_add2(&tpos, &gridp->gmatrix.vec.rvec, -dxz);
rpd_line(&gpos, &tpos);
}
void render_model_x_htl(vec3d *pos, grid *gridp, int col_scheme)
{
vec3d gpos; // Location of point on grid.
vec3d tpos;
float dxz;
plane tplane;
vec3d *gv;
if (!Show_grid_positions)
return;
tplane.A = gridp->gmatrix.vec.uvec.xyz.x;
tplane.B = gridp->gmatrix.vec.uvec.xyz.y;
tplane.C = gridp->gmatrix.vec.uvec.xyz.z;
tplane.D = gridp->planeD;
compute_point_on_plane(&gpos, &tplane, pos);
dxz = vm_vec_dist(pos, &gpos)/8.0f;
gv = &gridp->gmatrix.vec.uvec;
if (gv->xyz.x * pos->xyz.x + gv->xyz.y * pos->xyz.y + gv->xyz.z * pos->xyz.z < -gridp->planeD)
gr_set_color(0, 127, 0);
else
gr_set_color(192, 192, 192);
g3_draw_htl_line(&gpos, pos); // Line from grid to object center.
tpos = gpos;
vm_vec_scale_add2(&gpos, &gridp->gmatrix.vec.rvec, -dxz/2);
vm_vec_scale_add2(&gpos, &gridp->gmatrix.vec.fvec, -dxz/2);
vm_vec_scale_add2(&tpos, &gridp->gmatrix.vec.rvec, dxz/2);
vm_vec_scale_add2(&tpos, &gridp->gmatrix.vec.fvec, dxz/2);
g3_draw_htl_line(&gpos, &tpos);
vm_vec_scale_add2(&gpos, &gridp->gmatrix.vec.rvec, dxz);
vm_vec_scale_add2(&tpos, &gridp->gmatrix.vec.rvec, -dxz);
g3_draw_htl_line(&gpos, &tpos);
}
void render_active_rect(void)
{
if (box_marking) {
gr_set_color(255, 255, 255);
gr_line(marking_box.x1, marking_box.y1, marking_box.x1, marking_box.y2);
gr_line(marking_box.x1, marking_box.y2, marking_box.x2, marking_box.y2);
gr_line(marking_box.x2, marking_box.y2, marking_box.x2, marking_box.y1);
gr_line(marking_box.x2, marking_box.y1, marking_box.x1, marking_box.y1);
}
}
void process_movement_keys(int key, vec3d *mvec, angles *angs)
{
int raw_key;
mvec->xyz.x = 0.0f;
mvec->xyz.y = 0.0f;
mvec->xyz.z = 0.0f;
angs->p = 0.0f;
angs->b = 0.0f;
angs->h = 0.0f;
raw_key = key & 0xff;
switch (raw_key) {
case KEY_PAD1: mvec->xyz.x += -1.0f; break;
case KEY_PAD3: mvec->xyz.x += +1.0f; break;
case KEY_PADPLUS: mvec->xyz.y += -1.0f; break;
case KEY_PADMINUS: mvec->xyz.y += +1.0f; break;
case KEY_A: mvec->xyz.z += +1.0f; break;
case KEY_Z: mvec->xyz.z += -1.0f; break;
case KEY_PAD4: angs->h += -0.1f; break;
case KEY_PAD6: angs->h += +0.1f; break;
case KEY_PAD8: angs->p += -0.1f; break;
case KEY_PAD2: angs->p += +0.1f; break;
case KEY_PAD7: angs->b += -0.1f; break;
case KEY_PAD9: angs->b += +0.1f; break;
}
if (key & KEY_SHIFTED) {
vm_vec_scale(mvec, 5.0f);
angs->p *= 5.0f;
angs->b *= 5.0f;
angs->h *= 5.0f;
}
}
void process_controls(vec3d *pos, matrix *orient, float frametime, int key, int mode)
{
if (Flying_controls_mode) {
grid_read_camera_controls(&view_controls, frametime);
if (key_get_shift_status())
memset(&view_controls, 0, sizeof(control_info));
if ((fabs(view_controls.pitch) > (frametime / 100)) &&
(fabs(view_controls.vertical) > (frametime / 100)) &&
(fabs(view_controls.heading) > (frametime / 100)) &&
(fabs(view_controls.sideways) > (frametime / 100)) &&
(fabs(view_controls.bank) > (frametime / 100)) &&
(fabs(view_controls.forward) > (frametime / 100)))
Update_window = 1;
flFrametime = frametime;
physics_read_flying_controls(orient, &view_physics, &view_controls, flFrametime);
if (mode)
physics_sim_editor(pos, orient, &view_physics, frametime);
else
physics_sim(pos, orient, &view_physics, frametime);
} else {
vec3d movement_vec, rel_movement_vec;
angles rotangs;
matrix newmat, rotmat;
process_movement_keys(key, &movement_vec, &rotangs);
vm_vec_rotate(&rel_movement_vec, &movement_vec, &The_grid->gmatrix);
vm_vec_add2(pos, &rel_movement_vec);
vm_angles_2_matrix(&rotmat, &rotangs);
if (rotangs.h && Universal_heading)
vm_transpose(orient);
vm_matrix_x_matrix(&newmat, orient, &rotmat);
*orient = newmat;
if (rotangs.h && Universal_heading)
vm_transpose(orient);
}
}
int Fred_grid_colors_inited = 0;
color Fred_grid_bright, Fred_grid_dark, Fred_grid_bright_aa, Fred_grid_dark_aa;
// Renders a grid defined in a grid struct
void fred_render_grid(grid *gridp)
{
int i, ncols, nrows;
if (!Cmdline_nohtl)
{
fred_enable_htl();
gr_zbuffer_set(0);
}
if ( !Fred_grid_colors_inited ) {
Fred_grid_colors_inited = 1;
gr_init_alphacolor( &Fred_grid_dark_aa, 64, 64, 64, 255 );
gr_init_alphacolor( &Fred_grid_bright_aa, 128, 128, 128, 255 );
gr_init_color( &Fred_grid_dark, 64, 64, 64 );
gr_init_color( &Fred_grid_bright, 128, 128, 128 );
}
ncols = gridp->ncols;
nrows = gridp->nrows;
if (double_fine_gridlines) {
ncols *= 2;
nrows *= 2;
}
if (Aa_gridlines)
gr_set_color_fast(&Fred_grid_dark_aa);
else
gr_set_color_fast(&Fred_grid_dark);
// Draw the column lines.
for (i=0; i<=ncols; i++)
{
if (Cmdline_nohtl) rpd_line(&gridp->gpoints1[i], &gridp->gpoints2[i]);
else g3_draw_htl_line(&gridp->gpoints1[i], &gridp->gpoints2[i]);
}
// Draw the row lines.
for (i=0; i<=nrows; i++)
{
if (Cmdline_nohtl) rpd_line(&gridp->gpoints3[i], &gridp->gpoints4[i]);
else g3_draw_htl_line(&gridp->gpoints3[i], &gridp->gpoints4[i]);
}
ncols = gridp->ncols / 2;
nrows = gridp->nrows / 2;
// now draw the larger, brighter gridlines that is x10 the scale of smaller one.
if (Aa_gridlines)
gr_set_color_fast(&Fred_grid_bright_aa);
else
gr_set_color_fast(&Fred_grid_bright);
for (i=0; i<=ncols; i++)
{
if (Cmdline_nohtl) rpd_line(&gridp->gpoints5[i], &gridp->gpoints6[i]);
else g3_draw_htl_line(&gridp->gpoints5[i], &gridp->gpoints6[i]);
}
for (i=0; i<=nrows; i++)
{
if (Cmdline_nohtl) rpd_line(&gridp->gpoints7[i], &gridp->gpoints8[i]);
else g3_draw_htl_line(&gridp->gpoints7[i], &gridp->gpoints8[i]);
}
if (!Cmdline_nohtl)
{
fred_disable_htl();
gr_zbuffer_set(1);
}
}
void render_frame()
{
char buf[256];
int x, y, w, h, inst;
vec3d pos;
vertex v;
angles a, a_deg; //a is in rads, a_deg is in degrees
g3_end_frame(); // ** Accounted for
gr_reset_clip();
gr_clear();
if (Briefing_dialog) {
CRect rect;
Fred_main_wnd->GetClientRect(rect);
True_rw = rect.Width();
True_rh = rect.Height();
if (Fixed_briefing_size) {
True_rw = BRIEF_GRID_W;
True_rh = BRIEF_GRID_H;
} else {
if ((float) True_rh / (float) True_rw > (float) BRIEF_GRID_H / (float) BRIEF_GRID_W) {
True_rh = (int) ((float) BRIEF_GRID_H * (float) True_rw / (float) BRIEF_GRID_W);
} else { // Fred is wider than briefing window
True_rw = (int) ((float) BRIEF_GRID_W * (float) True_rh / (float) BRIEF_GRID_H);
}
}
g3_start_frame(0); // ** Accounted for
gr_set_color(255, 255, 255);
gr_line(0, True_rh, True_rw, True_rh);
gr_line(True_rw, 0, True_rw, True_rh);
g3_end_frame(); // ** Accounted for
gr_set_clip(0, 0, True_rw, True_rh);
}
g3_start_frame(1); // ** Accounted for
// 1 means use zbuffering
gr_set_font(FONT1);
light_reset();
g3_set_view_matrix(&eye_pos, &eye_orient, (Briefing_dialog ? Briefing_window_FOV : FRED_DEFAULT_HTL_FOV));
Viewer_pos = eye_pos; // for starfield code
fred_enable_htl();
if ( Bg_bitmap_dialog ) {
stars_draw( Show_stars, 1, Show_stars, 0, 0 );
} else {
stars_draw( Show_stars, Show_stars, Show_stars, 0, 0 );
}
fred_disable_htl();
if (Show_horizon) {
gr_set_color(128, 128, 64);
g3_draw_horizon_line();
}
if (Show_asteroid_field) {
gr_set_color(192, 96, 16);
draw_asteroid_field();
}
if (Show_grid)
fred_render_grid(The_grid);
if (Bg_bitmap_dialog)
hilight_bitmap();
gr_set_color(0, 0, 64);
render_models();
if (Show_distances)
{
display_distances();
}
display_ship_info();
display_active_ship_subsystem();
render_active_rect();
if (query_valid_object(Cursor_over)) { // display a tool-tip like infobox
pos = Objects[Cursor_over].pos;
inst = Objects[Cursor_over].instance;
if ((Objects[Cursor_over].type == OBJ_SHIP) || (Objects[Cursor_over].type == OBJ_START)) {
vm_extract_angles_matrix(&a, &Objects[Cursor_over].orient);
a_deg.h = a.h * CONVERT_DEGREES; // convert angles to more readable degrees
a_deg.p = a.p * CONVERT_DEGREES;
a_deg.b = a.b * CONVERT_DEGREES;
sprintf(buf, "%s\n%s\n( %.1f , %.1f , %.1f ) \nHeading: %.2f\nPitch: %.2f\nBank: %.2f",
Ships[inst].ship_name, Ship_info[Ships[inst].ship_info_index].short_name,
pos.xyz.x, pos.xyz.y, pos.xyz.z, a_deg.h, a_deg.p, a_deg.b);
} else if (Objects[Cursor_over].type == OBJ_WAYPOINT) {
int idx;
waypoint_list *wp_list = find_waypoint_list_with_instance(inst, &idx);
Assert(wp_list != NULL);
sprintf(buf, "%s\nWaypoint %d\n( %.1f , %.1f , %.1f ) ", wp_list->get_name(), idx + 1, pos.xyz.x, pos.xyz.y, pos.xyz.z);
} else if (Objects[Cursor_over].type == OBJ_POINT) {
sprintf(buf, "Briefing icon\n( %.1f , %.1f , %.1f ) ", pos.xyz.x, pos.xyz.y, pos.xyz.z);
} else
sprintf(buf, "( %.1f , %.1f , %.1f ) ", pos.xyz.x, pos.xyz.y, pos.xyz.z);
g3_rotate_vertex(&v, &pos);
if (!(v.codes & CC_BEHIND))
if (!(g3_project_vertex(&v) & PF_OVERFLOW)) {
gr_get_string_size(&w, &h, buf);
x = (int) v.screen.xyw.x;
y = (int) v.screen.xyw.y + 20;
gr_set_color_fast(&colour_white);
gr_rect(x-7, y-6, w+8, h+7);
gr_set_color_fast(&colour_black);
gr_rect(x-5, y-5, w+5, h+5);
gr_set_color_fast(&colour_white);
gr_string_win(x, y, buf);
}
}
gr_set_color(0, 160, 0);
fred_enable_htl();
jumpnode_render_all();
fred_disable_htl();
sprintf(buf, "(%.1f,%.1f,%.1f)", eye_pos.xyz.x, eye_pos.xyz.y, eye_pos.xyz.z);
gr_get_string_size(&w, &h, buf);
gr_set_color_fast(&colour_white);
gr_string_win(gr_screen.max_w - w - 2, 2, buf);
g3_end_frame(); // ** Accounted for
render_compass();
gr_flip();
gr_reset_clip();
if (Briefing_dialog)
gr_set_clip(0, 0, True_rw, True_rh);
g3_start_frame(0); // ** Accounted for
g3_set_view_matrix(&eye_pos, &eye_orient, (Briefing_dialog ? Briefing_window_FOV : FRED_DEFAULT_HTL_FOV));
}
void game_do_frame()
{
int key, cmode;
vec3d viewer_position, control_pos;
object *objp;
matrix control_orient;
inc_mission_time();
viewer_position = my_orient.vec.fvec;
vm_vec_scale(&viewer_position,my_pos.xyz.z);
if ((viewpoint == 1) && !query_valid_object(view_obj))
viewpoint = 0;
key = key_inkey();
process_system_keys(key);
cmode = Control_mode;
if ((viewpoint == 1) && !cmode)
cmode = 2;
control_pos = Last_control_pos;
control_orient = Last_control_orient;
// if ((key & KEY_MASK) == key) // unmodified
switch (cmode) {
case 0: // Control the viewer's location and orientation
process_controls(&view_pos, &view_orient, f2fl(Frametime), key, 1);
control_pos = view_pos;
control_orient = view_orient;
break;
case 2: // Control viewpoint object
process_controls(&Objects[view_obj].pos, &Objects[view_obj].orient, f2fl(Frametime), key);
object_moved(&Objects[view_obj]);
control_pos = Objects[view_obj].pos;
control_orient = Objects[view_obj].orient;
break;
case 1: // Control the current object's location and orientation
if (query_valid_object()) {
vec3d delta_pos, leader_old_pos;
matrix leader_orient, leader_transpose, tmp;
object *leader;
leader = &Objects[cur_object_index];
leader_old_pos = leader->pos; // save original position
leader_orient = leader->orient; // save original orientation
vm_copy_transpose(&leader_transpose, &leader_orient);
process_controls(&leader->pos, &leader->orient, f2fl(Frametime), key);
vm_vec_sub(&delta_pos, &leader->pos, &leader_old_pos); // get position change
control_pos = leader->pos;
control_orient = leader->orient;
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
Assert(objp->type != OBJ_NONE);
if ((objp->flags & OF_MARKED) && (cur_object_index != OBJ_INDEX(objp))) {
if (Group_rotate) {
matrix rot_trans;
vec3d tmpv1, tmpv2;
// change rotation matrix to rotate in opposite direction. This rotation
// matrix is what the leader ship has rotated by.
vm_copy_transpose(&rot_trans, &view_physics.last_rotmat);
// get point relative to our point of rotation (make POR the origin). Since
// only the leader has been moved yet, and not the objects, we have to use
// the old leader's position.
vm_vec_sub(&tmpv1, &objp->pos, &leader_old_pos);
// convert point from real-world coordinates to leader's relative coordinate
// system (z=forward vec, y=up vec, x=right vec
vm_vec_rotate(&tmpv2, &tmpv1, &leader_orient);
// now rotate the point by the transpose from above.
vm_vec_rotate(&tmpv1, &tmpv2, &rot_trans);
// convert point back into real-world coordinates
vm_vec_rotate(&tmpv2, &tmpv1, &leader_transpose);
// and move origin back to real-world origin. Object is now at its correct
// position. Note we used the leader's new position, instead of old position.
vm_vec_add(&objp->pos, &leader->pos, &tmpv2);
// Now fix the object's orientation to what it should be.
vm_matrix_x_matrix(&tmp, &objp->orient, &view_physics.last_rotmat);
vm_orthogonalize_matrix(&tmp); // safety check
objp->orient = tmp;
} else {
vm_vec_add2(&objp->pos, &delta_pos);
vm_matrix_x_matrix(&tmp, &objp->orient, &view_physics.last_rotmat);
objp->orient = tmp;
}
}
objp = GET_NEXT(objp);
}
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->flags & OF_MARKED)
object_moved(objp);
objp = GET_NEXT(objp);
}
set_modified();
}
break;
default:
Assert(0);
}
if (Lookat_mode && query_valid_object()) {
float dist;
dist = vm_vec_dist(&view_pos, &Objects[cur_object_index].pos);
vm_vec_scale_add(&view_pos, &Objects[cur_object_index].pos, &view_orient.vec.fvec, -dist);
}
switch (viewpoint)
{
case 0:
eye_pos = view_pos;
eye_orient = view_orient;
break;
case 1:
eye_pos = Objects[view_obj].pos;
eye_orient = Objects[view_obj].orient;
break;
default:
Assert(0);
}
maybe_create_new_grid(The_grid, &eye_pos, &eye_orient);
if (Cursor_over != Last_cursor_over) {
Last_cursor_over = Cursor_over;
Update_window = 1;
}
// redraw screen if controlled object moved or rotated
if (vm_vec_cmp(&control_pos, &Last_control_pos) || vm_matrix_cmp(&control_orient, &Last_control_orient)) {
Update_window = 1;
Last_control_pos = control_pos;
Last_control_orient = control_orient;
}
// redraw screen if current viewpoint moved or rotated
if (vm_vec_cmp(&eye_pos, &Last_eye_pos) || vm_matrix_cmp(&eye_orient, &Last_eye_orient)) {
Update_window = 1;
Last_eye_pos = eye_pos;
Last_eye_orient = eye_orient;
}
}
void hilight_bitmap()
{
/*
int i;
vertex p[4];
if (Starfield_bitmaps[Cur_bitmap].bitmap_index == -1) // can't draw if no bitmap
return;
for (i=0; i<4; i++)
{
g3_rotate_faraway_vertex(&p[i], &Starfield_bitmaps[Cur_bitmap].points[i]);
if (p[i].codes & CC_BEHIND)
return;
g3_project_vertex(&p[i]);
if (p[i].flags & PF_OVERFLOW)
return;
}
gr_set_color(255, 255, 255);
g3_draw_line(&p[0], &p[1]);
g3_draw_line(&p[1], &p[2]);
g3_draw_line(&p[2], &p[3]);
g3_draw_line(&p[3], &p[0]);
*/
}
void draw_asteroid_field()
{
int i, j;
vec3d p[8], ip[8];
vertex v[8], iv[8];
for (i=0; i<1 /*MAX_ASTEROID_FIELDS*/; i++)
if (Asteroid_field.num_initial_asteroids) {
p[0].xyz.x = p[2].xyz.x = p[4].xyz.x = p[6].xyz.x = Asteroid_field.min_bound.xyz.x;
p[1].xyz.x = p[3].xyz.x = p[5].xyz.x = p[7].xyz.x = Asteroid_field.max_bound.xyz.x;
p[0].xyz.y = p[1].xyz.y = p[4].xyz.y = p[5].xyz.y = Asteroid_field.min_bound.xyz.y;
p[2].xyz.y = p[3].xyz.y = p[6].xyz.y = p[7].xyz.y = Asteroid_field.max_bound.xyz.y;
p[0].xyz.z = p[1].xyz.z = p[2].xyz.z = p[3].xyz.z = Asteroid_field.min_bound.xyz.z;
p[4].xyz.z = p[5].xyz.z = p[6].xyz.z = p[7].xyz.z = Asteroid_field.max_bound.xyz.z;
for (j=0; j<8; j++)
g3_rotate_vertex(&v[j], &p[j]);
g3_draw_line(&v[0], &v[1]);
g3_draw_line(&v[2], &v[3]);
g3_draw_line(&v[4], &v[5]);
g3_draw_line(&v[6], &v[7]);
g3_draw_line(&v[0], &v[2]);
g3_draw_line(&v[1], &v[3]);
g3_draw_line(&v[4], &v[6]);
g3_draw_line(&v[5], &v[7]);
g3_draw_line(&v[0], &v[4]);
g3_draw_line(&v[1], &v[5]);
g3_draw_line(&v[2], &v[6]);
g3_draw_line(&v[3], &v[7]);
// maybe draw inner box
if (Asteroid_field.has_inner_bound) {
gr_set_color(16, 192, 92);
ip[0].xyz.x = ip[2].xyz.x = ip[4].xyz.x = ip[6].xyz.x = Asteroid_field.inner_min_bound.xyz.x;
ip[1].xyz.x = ip[3].xyz.x = ip[5].xyz.x = ip[7].xyz.x = Asteroid_field.inner_max_bound.xyz.x;
ip[0].xyz.y = ip[1].xyz.y = ip[4].xyz.y = ip[5].xyz.y = Asteroid_field.inner_min_bound.xyz.y;
ip[2].xyz.y = ip[3].xyz.y = ip[6].xyz.y = ip[7].xyz.y = Asteroid_field.inner_max_bound.xyz.y;
ip[0].xyz.z = ip[1].xyz.z = ip[2].xyz.z = ip[3].xyz.z = Asteroid_field.inner_min_bound.xyz.z;
ip[4].xyz.z = ip[5].xyz.z = ip[6].xyz.z = ip[7].xyz.z = Asteroid_field.inner_max_bound.xyz.z;
for (j=0; j<8; j++)
g3_rotate_vertex(&iv[j], &ip[j]);
g3_draw_line(&iv[0], &iv[1]);
g3_draw_line(&iv[2], &iv[3]);
g3_draw_line(&iv[4], &iv[5]);
g3_draw_line(&iv[6], &iv[7]);
g3_draw_line(&iv[0], &iv[2]);
g3_draw_line(&iv[1], &iv[3]);
g3_draw_line(&iv[4], &iv[6]);
g3_draw_line(&iv[5], &iv[7]);
g3_draw_line(&iv[0], &iv[4]);
g3_draw_line(&iv[1], &iv[5]);
g3_draw_line(&iv[2], &iv[6]);
g3_draw_line(&iv[3], &iv[7]);
}
}
}
// See if object "objnum" obstructs the vector from point p0 to point p1.
// If so, return true and stuff hit point in *hitpos.
// If not, return false.
int object_check_collision(object *objp, vec3d *p0, vec3d *p1, vec3d *hitpos)
{
mc_info mc;
mc_info_init(&mc);
if ((objp->type == OBJ_NONE) || (objp->type == OBJ_POINT))
return 0;
if ((objp->type == OBJ_WAYPOINT) && !Show_waypoints)
return 0;
if ((objp->type == OBJ_START) && !Show_starts)
return 0;
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
if (!Show_ships)
return 0;
if (!Show_iff[Ships[objp->instance].team])
return 0;
}
if (objp->flags & OF_HIDDEN)
return 0;
if ((Show_ship_models || Show_outlines) && (objp->type == OBJ_SHIP)) {
mc.model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num; // Fill in the model to check
} else if ((Show_ship_models || Show_outlines) && (objp->type == OBJ_START)) {
mc.model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num; // Fill in the model to check
} else
return fvi_ray_sphere(hitpos, p0, p1, &objp->pos, (objp->radius > 0.1f) ? objp->radius : LOLLIPOP_SIZE);
mc.model_instance_num = -1;
mc.orient = &objp->orient; // The object's orient
mc.pos = &objp->pos; // The object's position
mc.p0 = p0; // Point 1 of ray to check
mc.p1 = p1; // Point 2 of ray to check
mc.flags = MC_CHECK_MODEL | MC_CHECK_RAY; // flags
model_collide(&mc);
*hitpos = mc.hit_point_world;
if ( mc.num_hits < 1 ) {
// check shield
mc.orient = &objp->orient; // The object's orient
mc.pos = &objp->pos; // The object's position
mc.p0 = p0; // Point 1 of ray to check
mc.p1 = p1; // Point 2 of ray to check
mc.flags = MC_CHECK_SHIELD; // flags
model_collide(&mc);
*hitpos = mc.hit_point_world;
}
return mc.num_hits;
}
// Finds the closest object or waypoint under the mouse cursor and returns
// its index, or -1 if nothing there.
int select_object(int cx, int cy)
{
int best = -1;
double dist, best_dist = 9e99;
vec3d p0, p1, v, hitpos;
vertex vt;
object *ptr;
if (Briefing_dialog) {
best = Briefing_dialog->check_mouse_hit(cx, cy);
if (best >= 0)
{
if(Selection_lock && !(Objects[best].flags & OF_MARKED))
{
return -1;
}
return best;
}
}
/* gr_reset_clip();
g3_start_frame(0); ////////////////
g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f);*/
// Get 3d vector specified by mouse cursor location.
g3_point_to_vec(&v, cx, cy);
// g3_end_frame();
if (!v.xyz.x && !v.xyz.y && !v.xyz.z) // zero vector
return -1;
p0 = view_pos;
vm_vec_scale_add(&p1, &p0, &v, 100.0f);
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list))
{
if (object_check_collision(ptr, &p0, &p1, &hitpos)) {
hitpos.xyz.x = ptr->pos.xyz.x - view_pos.xyz.x;
hitpos.xyz.y = ptr->pos.xyz.y - view_pos.xyz.y;
hitpos.xyz.z = ptr->pos.xyz.z - view_pos.xyz.z;
dist = hitpos.xyz.x * hitpos.xyz.x + hitpos.xyz.y * hitpos.xyz.y + hitpos.xyz.z * hitpos.xyz.z;
if (dist < best_dist) {
best = OBJ_INDEX(ptr);
best_dist = dist;
}
}
ptr = GET_NEXT(ptr);
}
if (best >= 0)
{
if(Selection_lock && !(Objects[best].flags & OF_MARKED))
{
return -1;
}
return best;
}
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list))
{
g3_rotate_vertex(&vt, &ptr->pos);
if (!(vt.codes & CC_BEHIND))
if (!(g3_project_vertex(&vt) & PF_OVERFLOW)) {
hitpos.xyz.x = vt.screen.xyw.x - cx;
hitpos.xyz.y = vt.screen.xyw.y - cy;
dist = hitpos.xyz.x * hitpos.xyz.x + hitpos.xyz.y * hitpos.xyz.y;
if ((dist < 8) && (dist < best_dist)) {
best = OBJ_INDEX(ptr);
best_dist = dist;
}
}
ptr = GET_NEXT(ptr);
}
if(Selection_lock && !(Objects[best].flags & OF_MARKED))
{
return -1;
}
return best;
}
void render_compass(void)
{
vec3d v, eye = { 0.0f };
if (!Show_compass)
return;
gr_set_clip(gr_screen.max_w - 100, 0, 100, 100);
g3_start_frame(0); // ** Accounted for
// required !!!
vm_vec_scale_add2(&eye, &eye_orient.vec.fvec, -1.5f);
g3_set_view_matrix(&eye, &eye_orient, 1.0f);
v.xyz.x = 1.0f;
v.xyz.y = v.xyz.z = 0.0f;
if (vm_vec_dot(&eye, &v) < 0.0f)
gr_set_color(159, 20, 20);
else
gr_set_color(255, 32, 32);
draw_compass_arrow(&v);
v.xyz.y = 1.0f;
v.xyz.x = v.xyz.z = 0.0f;
if (vm_vec_dot(&eye, &v) < 0.0f)
gr_set_color(20, 159, 20);
else
gr_set_color(32, 255, 32);
draw_compass_arrow(&v);
v.xyz.z = 1.0f;
v.xyz.x = v.xyz.y = 0.0f;
if (vm_vec_dot(&eye, &v) < 0.0f)
gr_set_color(20, 20, 159);
else
gr_set_color(32, 32, 255);
draw_compass_arrow(&v);
g3_end_frame(); // ** Accounted for
}
void draw_compass_arrow(vec3d *v0)
{
vec3d v1 = { 0.0f };
vertex tv0, tv1;
g3_rotate_vertex(&tv0, v0);
g3_rotate_vertex(&tv1, &v1);
g3_project_vertex(&tv0);
g3_project_vertex(&tv1);
// tv0.sx = (tv0.sx - tv1.sx) * 1 + tv1.sx;
// tv0.sy = (tv0.sy - tv1.sy) * 1 + tv1.sy;
g3_draw_line(&tv0, &tv1);
}
void inc_mission_time()
{
fix thistime;
thistime = timer_get_fixed_seconds();
if ( !lasttime ) {
Frametime = F1_0 / 30;
} else {
Frametime = thistime - lasttime;
}
if (Frametime > MAX_FRAMETIME) {
Frametime = MAX_FRAMETIME;
} else if (Frametime < MIN_FRAMETIME) {
if ( !Cmdline_NoFPSCap ) {
thistime = MIN_FRAMETIME - Frametime;
Sleep( DWORD(f2fl(thistime) * 1000.0f) );
thistime = timer_get_fixed_seconds();
}
Frametime = MIN_FRAMETIME;
}
Missiontime += Frametime;
lasttime = thistime;
}