Files
fs2open.github.com/code/model/modelinterp.cpp
T
2002-07-07 19:56:00 +00:00

3343 lines
80 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.
*
*/
/*
* $Logfile: /Freespace2/code/Model/ModelInterp.cpp $
* $Revision: 2.1 $
* $Date: 2002-07-07 19:55:59 $
* $Author: penguin $
*
* Rendering models, I think.
*
* $Log: not supported by cvs2svn $
* Revision 2.0 2002/06/03 04:02:25 penguin
* Warpcore CVS sync
*
* Revision 1.3 2002/05/09 13:49:30 mharris
* Added ifndef NO_DIRECT3D
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:10 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 37 9/13/99 11:25p Dave
* Fixed problem with mode-switching and D3D movies.
*
* 36 9/13/99 10:09a Andsager
* Add debug console commands to lower model render detail and fireball
* LOD for big ship explosiosns.
*
* 35 9/08/99 12:03a Dave
* Make squad logos render properly in D3D all the time. Added intel anim
* directory.
*
* 34 9/01/99 10:09a Dave
* Pirate bob.
*
* 33 8/30/99 5:01p Dave
* Made d3d do less state changing in the nebula. Use new chat server for
* PXO.
*
* 32 8/24/99 8:55p Dave
* Make sure nondimming pixels work properly in tech menu.
*
* 31 7/29/99 10:47p Dave
* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
*
* 30 7/29/99 12:05a Dave
* Nebula speed optimizations.
*
* 29 7/27/99 3:09p Dave
* Made g400 work. Whee.
*
* 28 7/24/99 4:19p Dave
* Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
* better. Made model code use zbuffer more intelligently.
*
* 27 7/19/99 7:20p Dave
* Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
* pre-rendering.
*
* 26 7/18/99 5:20p Dave
* Jump node icon. Fixed debris fogging. Framerate warning stuff.
*
* 25 7/15/99 2:13p Dave
* Added 32 bit detection.
*
* 24 6/22/99 7:03p Dave
* New detail options screen.
*
* 23 6/18/99 5:16p Dave
* Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
* dialog to PXO screen.
*
* 22 5/26/99 11:46a Dave
* Added ship-blasting lighting and made the randomization of lighting
* much more customizable.
*
* 21 5/24/99 5:45p Dave
* Added detail levels to the nebula, with a decent speedup. Split nebula
* lightning into its own section.
*
* 20 5/12/99 10:05a Johnson
* DKA: Fix fred bug from engine wash
*
* 19 5/08/99 8:25p Dave
* Upped object pairs. First run of nebula lightning.
*
* 18 4/26/99 8:49p Dave
* Made all pof based nebula stuff full customizable through fred.
*
* 17 4/23/99 5:53p Dave
* Started putting in new pof nebula support into Fred.
*
* 16 4/20/99 3:30p Andsager
* Let get_model_closest_box_point_with_delta() take NULL as pointer to
* is_inside
*
* 15 4/19/99 12:51p Andsager
* Add function to find the nearest point on extneded bounding box and
* check if inside bounding box.
*
* 14 3/31/99 8:24p Dave
* Beefed up all kinds of stuff, incluging beam weapons, nebula effects
* and background nebulae. Added per-ship non-dimming pixel colors.
*
* 13 3/24/99 6:14p Dave
* Added position and orientation checksumming for multiplayer. Fixed LOD
* rendering bugs for squad insignias
*
* 12 3/23/99 5:17p Dave
* Changed model file format somewhat to account for LOD's on insignias
*
* 11 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 10 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 9 3/02/99 9:25p Dave
* Added a bunch of model rendering debug code. Started work on fixing
* beam weapon wacky firing.
*
* 8 2/19/99 11:42a Dave
* Put in model rendering autocentering.
*
* 7 1/14/99 6:06p Dave
* 100% full squad logo support for single player and multiplayer.
*
* 6 1/08/99 2:08p Dave
* Fixed software rendering for pofview. Super early support for AWACS and
* beam weapons.
*
* 5 1/06/99 2:24p Dave
* Stubs and release build fixes.
*
* 4 12/09/98 7:34p Dave
* Cleanup up nebula effect. Tweaked many values.
*
* 3 12/06/98 2:36p Dave
* Drastically improved nebula fogging.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 193 8/28/98 3:29p Dave
* EMP effect done. AI effects may need some tweaking as required.
*
* 192 6/13/98 3:18p Hoffoss
* NOX()ed out a bunch of strings that shouldn't be translated.
*
* 191 5/24/98 4:53p John
* changed rounding for model caching to get rid of some empty lines in
* cached bitmap.
*
* 190 5/16/98 4:47p John
* Put back in my version 188 changes that someone so rudely (but
* hopefully unintentionally) deleted.
*
* 189 5/13/98 11:34p Mike
* Model caching system.
*
* 187 5/12/98 11:32a Mike
* Support for weapon pof detail levels.
*
* 186 5/08/98 1:32p John
* Added code for using two layered subspace effects.
*
* 185 4/29/98 11:03a John
* Added code to show octants.
*
* 184 4/22/98 9:58p John
* Added code to view invisible faces.
*
* 183 4/22/98 9:43p John
* Added code to allow checking of invisible faces, flagged by any texture
* name with invisible in it.
*
* 182 4/20/98 4:44p John
* Fixed problems with black being xparent on model cache rneders. Made
* model cache key off of detail level setting and framerate.
*
* 181 4/18/98 4:00p John
* Made highest model caching detail level disable model caching.
*
* 180 4/14/98 11:11p John
* Made ships with < 50% hull left show electrical damage arcs.
*
* 179 4/13/98 4:54p John
* Made uv rotate independently on subspace effect. Put in DCF function
* for setting subspace speeds.
*
* 178 4/12/98 5:54p John
* Made models work with subspace. Made subspace rotate also.
*
* 177 4/12/98 9:56a John
* Made lighting detail flags work. Made explosions cast light on
* highest.
*
* 176 4/11/98 6:53p John
* Added first rev of subspace effect.
*
* 175 4/10/98 5:20p John
* Changed RGB in lighting structure to be ubytes. Removed old
* not-necessary 24 bpp software stuff.
*
* 174 4/09/98 11:40p John
* Fixed some bugs with hardware lighting.
*
* 173 4/09/98 4:38p John
* Made non-darkening and transparent textures work under Glide. Fixed
* bug with Jim's computer not drawing any bitmaps.
*
* $NoKeywords: $
*/
#include <math.h>
#define MODEL_LIB
#include "pstypes.h"
#include "2d.h"
#include "3d.h"
#include "model.h"
#include "tmapper.h"
#include "floating.h"
#include "fvi.h"
#include "lighting.h"
#include "modelsinc.h"
#include "fireballs.h"
#include "fix.h"
#include "bmpman.h"
#include "systemvars.h"
#include "key.h"
#include "3dinternal.h"
#include "timer.h"
#include "grinternal.h"
#include "palman.h"
#include "object.h" // For MAX_OBJECTS
#include "missionparse.h"
#include "neb.h"
// Some debug variables used externally for displaying stats
#ifndef NDEBUG
int modelstats_num_polys = 0;
int modelstats_num_polys_drawn = 0;
int modelstats_num_verts = 0;
int modelstats_num_sortnorms = 0;
int modelstats_num_boxes = 0;
#endif
// a lighting object
typedef struct model_light_object {
ubyte r[MAX_POLYGON_NORMS];
ubyte g[MAX_POLYGON_NORMS];
ubyte b[MAX_POLYGON_NORMS];
int objnum;
int skip;
int skip_max;
} model_light_object;
// -----------------------
// Local variables
//
// Vertices used internally to rotate model points
static vertex Interp_points[MAX_POLYGON_VECS];
vector *Interp_verts[MAX_POLYGON_VECS];
static int Interp_num_verts;
// -------------------------------------------------------------------
// lighting save stuff
//
#define MAX_MODEL_LIGHTING_SAVE 30
int hack_skip_max = 1;
DCF(skip, "")
{
dc_get_arg(ARG_INT);
hack_skip_max = Dc_arg_int;
}
// model_light_object Interp_lighting_save[MAX_MODEL_LIGHTING_SAVE];
model_light_object Interp_lighting_temp;
model_light_object *Interp_lighting = &Interp_lighting_temp;
int Interp_use_saved_lighting = 0;
int Interp_saved_lighting_full = 0;
//
// lighting save stuff
// -------------------------------------------------------------------
static ubyte Interp_light_applied[MAX_POLYGON_NORMS];
static vector *Interp_norms[MAX_POLYGON_NORMS];
static int Interp_num_norms = 0;
static ubyte *Interp_lights;
static float Interp_fog_level = 0.0f;
// Stuff to control rendering parameters
static color Interp_outline_color;
static int Interp_detail_level = 0;
static uint Interp_flags = 0;
static uint Interp_tmap_flags = 0;
// If non-zero, then the subobject gets scaled by Interp_thrust_scale.
static int Interp_thrust_scale_subobj=0;
static float Interp_thrust_scale = 0.1f;
static int Interp_thrust_bitmap = -1;
static int Interp_thrust_glow_bitmap = -1;
static float Interp_thrust_glow_noise = 1.0f;
static int Interp_objnum = -1;
// if != -1, use this bitmap when rendering ship insignias
static int Interp_insignia_bitmap = -1;
// if != -1, use this bitmap when rendering with a forced texture
static int Interp_forced_bitmap = -1;
// for rendering with the MR_ALL_XPARENT FLAG SET
static float Interp_xparent_alpha = 1.0f;
float Interp_light = 0.0f;
// forward references
int model_interp_sub(void *model_ptr, polymodel * pm, bsp_info *sm, int do_box_check );
// call at the beginning of a level. after the level has been loaded
void model_level_post_init()
{
/*
int idx;
// reset lighting stuff
for(idx=0; idx<MAX_MODEL_LIGHTING_SAVE; idx++){
Interp_lighting_save[idx].objnum = -1;
Interp_lighting_save[idx].skip = 0;
}
// saved lighting is not full
Interp_saved_lighting_full = 0;
*/
}
// call to select an object for using "saved" lighting
void model_set_saved_lighting(int objnum, int skip_max)
{
/*
int idx;
// always set to not using saved light to start with
Interp_use_saved_lighting = 0;
Interp_lighting = &Interp_lighting_temp;
// if he passed a -1 for either value, no saved lighting
if((objnum == -1) || (skip_max == -1)){
return;
}
// see if the object is already on the list
for(idx=0; idx<MAX_MODEL_LIGHTING_SAVE; idx++){
// ahha, he is on the list
if(Interp_lighting_save[idx].objnum == objnum){
// if he's entered a new skip max
if(Interp_lighting_save[idx].skip_max != skip_max){
Interp_lighting_save[idx].skip = 0;
Interp_lighting_save[idx].skip_max = skip_max;
Interp_use_saved_lighting = 0;
Interp_lighting = &Interp_lighting_save[idx];
}
// if we're reached the "skip" frame, re-render lighting for this guy
else if(Interp_lighting_save[idx].skip == Interp_lighting_save[idx].skip_max){
Interp_lighting_save[idx].skip = 0;
Interp_use_saved_lighting = 0;
Interp_lighting = &Interp_lighting_save[idx];
}
// otherwise, use his saved lighting values
else {
Interp_lighting_save[idx].skip++;
Interp_use_saved_lighting = 1;
Interp_lighting = &Interp_lighting_save[idx];
}
// duh
return;
}
}
// no free saved lighting slots
if(Interp_saved_lighting_full){
return;
}
// find a free slot
int found = 0;
for(idx=0; idx<MAX_MODEL_LIGHTING_SAVE; idx++){
// got one
if(Interp_lighting_save[idx].objnum == -1){
Interp_lighting_save[idx].objnum = objnum;
Interp_lighting_save[idx].skip = 0;
Interp_lighting_save[idx].skip_max = skip_max;
Interp_use_saved_lighting = 0;
Interp_lighting = &Interp_lighting_save[idx];
found = 1;
break;
}
}
// oops. out of free slots
if(!found){
Interp_saved_lighting_full = 1;
}
*/
}
// notify the model system that a ship has died
void model_notify_dead_ship(int objnum)
{
/*
int idx;
// see if this guy was on the lighting list
for(idx=0; idx<MAX_MODEL_LIGHTING_SAVE; idx++){
// free him up
if(objnum == Interp_lighting_save[idx].objnum){
Interp_lighting_save[idx].objnum = -1;
Interp_saved_lighting_full = 0;
return;
}
}
*/
}
void interp_clear_instance()
{
Interp_thrust_scale = 0.1f;
Interp_thrust_bitmap = -1;
Interp_thrust_glow_bitmap = -1;
Interp_thrust_glow_noise = 1.0f;
Interp_insignia_bitmap = -1;
}
// Scales the engines thrusters by this much
void model_set_thrust( int model_num, float length, int bitmap, int glow_bitmap, float glow_noise )
{
Interp_thrust_scale = length;
Interp_thrust_bitmap = bitmap;
Interp_thrust_glow_bitmap = glow_bitmap;
Interp_thrust_glow_noise = glow_noise;
if ( Interp_thrust_scale < 0.1f ) {
Interp_thrust_scale = 0.1f;
} else if ( Interp_thrust_scale > 1.0f ) {
Interp_thrust_scale = 1.0f;
}
polymodel * pm = model_get( model_num );
int i;
// If thrust is set up, use it.
for (i=0; i<pm->num_lights; i++ ) {
if ( pm->lights[i].type == BSP_LIGHT_TYPE_THRUSTER ) {
float scale = (Interp_thrust_scale-0.1f)*0.5f;
pm->lights[i].value += (scale+Interp_thrust_glow_noise*0.2f) / 255.0f;
}
}
}
// Point list
// +0 int id
// +4 int size
// +8 int n_verts
// +12 int n_norms
// +16 int offset from start of chunk to vertex data
// +20 n_verts*char norm_counts
// +offset vertex data. Each vertex n is a point followed by norm_counts[n] normals.
void model_interp_defpoints(ubyte * p, polymodel *pm, bsp_info *sm)
{
int i, n;
int nverts = w(p+8);
int offset = w(p+16);
int next_norm = 0;
ubyte * normcount = p+20;
vertex *dest = Interp_points;
vector *src = vp(p+offset);
// Get pointer to lights
Interp_lights = p+20+nverts;
Assert( nverts < MAX_POLYGON_VECS );
// Assert( nnorms < MAX_POLYGON_NORMS );
Interp_num_verts = nverts;
#ifndef NDEBUG
modelstats_num_verts += nverts;
#endif
/*
static int Max_vecs = 0;
static int Max_norms = 0;
if ( Max_vecs < nverts ) {
Max_vecs = nverts;
mprintf(( "MAX NORMS = %d\n", Max_norms ));
mprintf(( "MAX VECS = %d\n", Max_vecs ));
}
if ( Max_norms < nnorms ) {
Max_norms = nnorms;
mprintf(( "MAX NORMS = %d\n", Max_norms ));
mprintf(( "MAX VECS = %d\n", Max_vecs ));
}
*/
if (Interp_thrust_scale_subobj) {
// Only scale vertices that aren't on the "base" of
// the effect. Base is something Adam decided to be
// anything under 1.5 meters, hence the 1.5f.
float min_thruster_dist = -1.5f;
if ( Interp_flags & MR_IS_MISSILE ) {
min_thruster_dist = 0.5f;
}
for (n=0; n<nverts; n++ ) {
vector tmp;
Interp_verts[n] = src;
// Only scale vertices that aren't on the "base" of
// the effect. Base is something Adam decided to be
// anything under 1.5 meters, hence the 1.5f.
if ( src->xyz.z < min_thruster_dist ) {
tmp.xyz.x = src->xyz.x * 1.0f;
tmp.xyz.y = src->xyz.y * 1.0f;
tmp.xyz.z = src->xyz.z * Interp_thrust_scale;
} else {
tmp = *src;
}
g3_rotate_vertex(dest,&tmp);
src++; // move to normal
for (i=0; i<normcount[n]; i++ ) {
Interp_light_applied[next_norm] = 0;
Interp_norms[next_norm] = src;
next_norm++;
src++;
}
dest++;
}
} else {
for (n=0; n<nverts; n++ ) {
Interp_verts[n] = src;
/*
vector tmp = *src;
// TEST
if(Interp_thrust_twist > 0.0f){
float theta;
float st, ct;
// determine theta for this vertex
theta = fl_radian(20.0f + Interp_thrust_twist2);
st = sin(theta);
ct = cos(theta);
// twist
tmp.xyz.z = (src->xyz.z * ct) - (src->xyz.y * st);
tmp.xyz.y = (src->xyz.z * st) + (src->xyz.y * ct);
// scale the z a bit
tmp.xyz.z += Interp_thrust_twist;
}
g3_rotate_vertex(dest, &tmp);
*/
g3_rotate_vertex(dest, src);
src++; // move to normal
for (i=0; i<normcount[n]; i++ ) {
Interp_light_applied[next_norm] = 0;
Interp_norms[next_norm] = src;
next_norm++;
src++;
}
dest++;
}
}
Interp_num_norms = next_norm;
}
matrix *Interp_orient;
vector *Interp_pos;
/*
void interp_compute_environment_mapping( vector *nrm, vertex * pnt, vector *vert)
{
vector R;
float a;
matrix * m = &View_matrix;
vm_vec_rotate( &R, nrm, &View_matrix );
vm_vec_normalize(&R);
a = 2.0f * R.xyz.z;
R.xyz.x = a * R.xyz.x; // reflected R = 2N(N.E) -E; E = eye
R.xyz.y = a * R.xyz.y;
R.xyz.z = a * R.xyz.z;
vm_vec_normalize(&R);
a = (float)fl_sqrt( 1.0f - R.xyz.y * R.xyz.y);
pnt->u = (float)atan2( R.xyz.x, -R.xyz.z) / (2.0f * 3.14159f);
if (pnt->u < 0.0) pnt->u += 1.0f;
pnt->v = 1.0f - (float)atan2( a, R.xyz.y) / 3.14159f;
}
*/
// Flat Poly
// +0 int id
// +4 int size
// +8 vector normal
// +20 vector center
// +32 float radius
// +36 int nverts
// +40 byte red
// +41 byte green
// +42 byte blue
// +43 byte pad
// +44 nverts*short*short vertlist, smoothlist
void model_interp_flatpoly(ubyte * p,polymodel * pm)
{
vertex *Interp_list[TMAP_MAX_VERTS];
int nv = w(p+36);
if ( nv < 0 ) return;
#ifndef NDEBUG
modelstats_num_polys++;
#endif
if (!g3_check_normal_facing(vp(p+20),vp(p+8)) ) return;
int i;
short * verts = (short *)(p+44);
for (i=0;i<nv;i++) {
Interp_list[i] = &Interp_points[verts[i*2]];
if ( Interp_flags & MR_NO_LIGHTING ) {
if ( D3D_enabled ) {
Interp_list[i]->r = 191;
Interp_list[i]->g = 191;
Interp_list[i]->b = 191;
} else {
Interp_list[i]->b = 191;
}
} else {
int vertnum = verts[i*2+0];
int norm = verts[i*2+1];
if ( Interp_flags & MR_NO_SMOOTHING ) {
if ( D3D_enabled ) {
light_apply_rgb( &Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[vertnum], vp(p+8), Interp_light );
} else {
Interp_list[i]->b = light_apply( Interp_verts[vertnum], vp(p+8), Interp_light );
}
} else {
// if we're not using saved lighting
if ( !Interp_use_saved_lighting && !Interp_light_applied[norm] ) {
if ( D3D_enabled ) {
light_apply_rgb( &Interp_lighting->r[norm], &Interp_lighting->g[norm], &Interp_lighting->b[norm], Interp_verts[vertnum], vp(p+8), Interp_light );
} else {
Interp_lighting->b[norm] = light_apply( Interp_verts[vertnum], Interp_norms[norm], Interp_light );
}
Interp_light_applied[norm] = 1;
}
if ( D3D_enabled ) {
Interp_list[i]->r = Interp_lighting->r[norm];
Interp_list[i]->g = Interp_lighting->g[norm];
Interp_list[i]->b = Interp_lighting->b[norm];
} else {
Interp_list[i]->b = Interp_lighting->b[norm];
}
}
}
}
// HACK!!! FIX ME!!! I'M SLOW!!!!
if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) {
gr_set_color( *(p+40), *(p+41), *(p+42) );
}
if ( !(Interp_flags & MR_NO_POLYS)) {
if ( D3D_enabled ) {
g3_draw_poly( nv, Interp_list, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB );
} else {
g3_draw_poly( nv, Interp_list, TMAP_FLAG_GOURAUD | TMAP_FLAG_RAMP );
}
}
if (Interp_flags & (MR_SHOW_OUTLINE|MR_SHOW_OUTLINE_PRESET)) {
int i, j;
if ( Interp_flags & MR_SHOW_OUTLINE ) {
gr_set_color_fast( &Interp_outline_color );
}
for (i=0; i<nv; i++ ) {
j = (i + 1) % nv;
g3_draw_line(Interp_list[i], Interp_list[j] );
}
}
}
// Textured Poly
// +0 int id
// +4 int size
// +8 vector normal
// +20 vector center
// +32 float radius
// +36 int nverts
// +40 int tmap_num
// +44 nverts*(model_tmap_vert) vertlist (n,u,v)
extern int Tmap_show_layers;
int Interp_subspace = 0;
float Interp_subspace_offset_u = 0.0f;
float Interp_subspace_offset_v = 0.0f;
ubyte Interp_subspace_r = 255;
ubyte Interp_subspace_g = 255;
ubyte Interp_subspace_b = 255;
void model_interp_tmappoly(ubyte * p,polymodel * pm)
{
vertex *Interp_list[TMAP_MAX_VERTS];
int i;
int nv;
model_tmap_vert *verts;
int is_invisible = 0;
if ((!Interp_thrust_scale_subobj) && (pm->textures[w(p+40)]<0)) {
// Don't draw invisible polygons.
if ( !(Interp_flags & MR_SHOW_INVISIBLE_FACES)) {
return;
} else {
is_invisible = 1;
}
}
nv = w(p+36);
// Tmap_show_layers = 1;
#ifndef NDEBUG
modelstats_num_polys++;
#endif
if (!g3_check_normal_facing(vp(p+20),vp(p+8)) && !(Interp_flags & MR_NO_CULL)) return;
if ( nv < 0 ) return;
verts = (model_tmap_vert *)(p+44);
for (i=0;i<nv;i++) {
Interp_list[i] = &Interp_points[verts[i].vertnum];
Interp_list[i]->u = verts[i].u;
Interp_list[i]->v = verts[i].v;
if ( Interp_subspace ) {
Interp_list[i]->v += Interp_subspace_offset_u;
Interp_list[i]->u += Interp_subspace_offset_v;
Interp_list[i]->r = Interp_subspace_r;
Interp_list[i]->g = Interp_subspace_g;
Interp_list[i]->b = Interp_subspace_b;
} else {
// if ( !(pm->flags & PM_FLAG_ALLOW_TILING) ) {
// Assert(verts[i].u <= 1.0f );
// Assert(verts[i].v <= 1.0f );
// }
// Assert( verts[i].normnum == verts[i].vertnum );
if ( Interp_flags & MR_NO_LIGHTING ) {
if ( D3D_enabled ) {
Interp_list[i]->r = 191;
Interp_list[i]->g = 191;
Interp_list[i]->b = 191;
} else {
Interp_list[i]->b = 191;
}
} else {
int vertnum = verts[i].vertnum;
int norm = verts[i].normnum;
if ( Interp_flags & MR_NO_SMOOTHING ) {
if ( D3D_enabled ) {
light_apply_rgb( &Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[vertnum], vp(p+8), Interp_light );
} else {
Interp_list[i]->b = light_apply( Interp_verts[vertnum], vp(p+8), Interp_light );
}
} else {
// if we're applying lighting as normal, and not using saved lighting
if ( !Interp_use_saved_lighting && !Interp_light_applied[norm] ) {
if ( D3D_enabled ) {
light_apply_rgb( &Interp_lighting->r[norm], &Interp_lighting->g[norm], &Interp_lighting->b[norm], Interp_verts[vertnum], Interp_norms[norm], Interp_light );
} else {
int li;
ubyte l;
l = light_apply( Interp_verts[vertnum], Interp_norms[norm], Interp_light );
if ( Detail.lighting > 1 ) {
// Add in precalculated muzzle flashes
float fl = i2fl(l)/255.0f;
ubyte *tmp = &Interp_lights[norm*pm->num_lights];
for ( li=0; li<pm->num_lights; li++ ) {
fl += i2fl(tmp[li])*pm->lights[li].value;
}
if ( fl < 0.0f ) {
fl = 0.0f;
} else if ( fl > 1.0f ) {
fl = 1.0f;
}
l = (ubyte)fl2i(fl*255.0f);
}
Interp_lighting->b[norm] = l;
}
Interp_light_applied[norm] = 1;
}
if ( D3D_enabled ) {
Interp_list[i]->r = Interp_lighting->r[norm];
Interp_list[i]->g = Interp_lighting->g[norm];
Interp_list[i]->b = Interp_lighting->b[norm];
} else {
Interp_list[i]->b = Interp_lighting->b[norm];
}
}
}
}
// Assert(verts[i].u >= 0.0f );
// Assert(verts[i].v >= 0.0f );
}
#ifndef NDEBUG
modelstats_num_polys_drawn++;
#endif
if (!(Interp_flags & MR_NO_POLYS) ) {
if ( is_invisible ) {
gr_set_color( 0, 255, 0 );
g3_draw_poly( nv, Interp_list, 0 );
} else if (Interp_thrust_scale_subobj) {
if ((Interp_thrust_bitmap>-1) && (Interp_thrust_scale > 0.0f) && !Pofview_running) {
gr_set_bitmap( Interp_thrust_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.2f );
g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED );
} else if(!Pofview_running){
if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) {
gr_set_color( 128, 128, 255 );
}
uint tflags = Interp_tmap_flags;
tflags &= (~(TMAP_FLAG_TEXTURED|TMAP_FLAG_TILED|TMAP_FLAG_CORRECT));
g3_draw_poly( nv, Interp_list, tflags );
}
} else {
// all textured polys go through here
if ( Interp_tmap_flags & TMAP_FLAG_TEXTURED ) {
// subspace special case
if ( Interp_subspace && D3D_enabled ) {
gr_set_bitmap( pm->textures[w(p+40)], GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.2f );
}
// all other textures
else {
int texture;
// if we're rendering a nebula background pof, maybe select a custom texture
if((Interp_flags & MR_FORCE_TEXTURE) && (Interp_forced_bitmap >= 0)){
texture = Interp_forced_bitmap;
} else {
texture = pm->textures[w(p+40)];
}
// muzzle flashes draw xparent
if(Interp_flags & MR_ALL_XPARENT){
gr_set_bitmap( texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Interp_xparent_alpha );
} else {
gr_set_bitmap( texture );
}
}
} else {
if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) {
gr_set_color( 128, 128, 128 );
}
}
if ( Interp_subspace ) {
g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED|TMAP_FLAG_TILED|TMAP_FLAG_CORRECT );
} else {
if(Interp_flags & MR_ALL_XPARENT){
g3_draw_poly( nv, Interp_list, Interp_tmap_flags );
} else {
g3_draw_poly( nv, Interp_list, Interp_tmap_flags|TMAP_FLAG_NONDARKENING );
}
}
}
}
if (Interp_flags & (MR_SHOW_OUTLINE|MR_SHOW_OUTLINE_PRESET) ) {
if ( Interp_flags & MR_SHOW_OUTLINE ) {
gr_set_color_fast( &Interp_outline_color );
}
for (i=0; i<nv; i++ ) {
int j = (i + 1) % nv;
g3_draw_line(Interp_list[i], Interp_list[j] );
}
}
}
void interp_draw_box( vector *min, vector *max )
{
/*
int i;
vector bounding_box[8];
vertex pts[8];
vertex *l[4];
model_calc_bound_box(bounding_box,min,max);
for (i=0; i<8; i++ ) {
g3_rotate_vertex( &pts[i], &bounding_box[i] );
}
gr_set_color(128,0,0);
Tmap_show_layers = 1;
l[3] = &pts[0]; l[2] = &pts[1]; l[1] = &pts[2]; l[0] = &pts[3];
g3_draw_poly( 4, l, 0 );
l[3] = &pts[3]; l[2] = &pts[2]; l[1] = &pts[6]; l[0] = &pts[7];
g3_draw_poly( 4, l, 0 );
l[3] = &pts[2]; l[2] = &pts[1]; l[1] = &pts[5]; l[0] = &pts[6];
g3_draw_poly( 4, l, 0 );
l[3] = &pts[1]; l[2] = &pts[0]; l[1] = &pts[4]; l[0] = &pts[5];
g3_draw_poly( 4, l, 0 );
l[3] = &pts[0]; l[2] = &pts[3]; l[1] = &pts[7]; l[0] = &pts[4];
g3_draw_poly( 4, l, 0 );
l[3] = &pts[4]; l[2] = &pts[7]; l[1] = &pts[6]; l[0] = &pts[5];
g3_draw_poly( 4, l, 0 );
*/
}
// Sortnorms
// +0 int id
// +4 int size
// +8 vector normal
// +20 vector normal_point
// +32 int tmp=0
// 36 int front offset
// 40 int back offset
// 44 int prelist offset
// 48 int postlist offset
// 52 int online offset
void model_interp_sortnorm(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check)
{
#ifndef NDEBUG
modelstats_num_sortnorms++;
#endif
// Assert( w(p+4) == 56 );
int frontlist = w(p+36);
int backlist = w(p+40);
int prelist = w(p+44);
int postlist = w(p+48);
int onlist = w(p+52);
// min =
// max =
// light_filter_push_box( vp(p+56), vp(p+68) );
#if 1 //def BACK_TO_FRONT
if (prelist) model_interp_sub(p+prelist,pm,sm,do_box_check); // prelist
if (g3_check_normal_facing(vp(p+20),vp(p+8))) { //facing
//draw back then front
if (backlist) model_interp_sub(p+backlist,pm,sm,do_box_check);
if (onlist) model_interp_sub(p+onlist,pm,sm,do_box_check); //onlist
if (frontlist) model_interp_sub(p+frontlist,pm,sm,do_box_check);
} else { //not facing. draw front then back
if (frontlist) model_interp_sub(p+frontlist,pm,sm,do_box_check);
if (onlist) model_interp_sub(p+onlist,pm,sm,do_box_check); //onlist
if (backlist) model_interp_sub(p+backlist,pm,sm,do_box_check);
}
if (postlist) model_interp_sub(p+postlist,pm,sm,do_box_check); // postlist
#else
if (postlist) model_interp_sub(p+postlist,pm,sm,do_box_check); // postlist
if (g3_check_normal_facing(vp(p+20),vp(p+8))) { //facing
//
if (frontlist) model_interp_sub(p+frontlist,pm,sm,do_box_check);
if (onlist) model_interp_sub(p+onlist,pm,sm,do_box_check); //onlist
if (backlist) model_interp_sub(p+backlist,pm,sm,do_box_check);
} else { //not facing. draw front then back
//draw back then front
if (backlist) model_interp_sub(p+backlist,pm,sm,do_box_check);
if (onlist) model_interp_sub(p+onlist,pm,sm,do_box_check); //onlist
if (frontlist) model_interp_sub(p+frontlist,pm,sm,do_box_check);
}
if (prelist) model_interp_sub(p+prelist,pm,sm,do_box_check); // prelist
#endif
// light_filter_pop();
}
void model_draw_debug_points( polymodel *pm, bsp_info * submodel )
{
if ( Interp_flags & MR_SHOW_OUTLINE_PRESET ) {
return;
}
// Draw the brown "core" mass
// if ( submodel && (submodel->parent==-1) ) {
// gr_set_color(128,128,0);
// g3_draw_sphere_ez( &vmd_zero_vector, pm->core_radius );
// }
// Draw a red pivot point
gr_set_color(128,0,0);
g3_draw_sphere_ez(&vmd_zero_vector, 2.0f );
// Draw a green center of mass when drawing the hull
if ( submodel && (submodel->parent==-1) ) {
gr_set_color(0,128,0);
g3_draw_sphere_ez( &pm->center_of_mass, 1.0f );
}
if ( submodel ) {
// Draw a blue center point
gr_set_color(0,0,128);
g3_draw_sphere_ez( &submodel->geometric_center, 0.9f );
}
// Draw the bounding box
int i;
vertex pts[8];
if ( submodel ) {
for (i=0; i<8; i++ ) {
g3_rotate_vertex( &pts[i], &submodel->bounding_box[i] );
}
gr_set_color(128,128,128);
g3_draw_line( &pts[0], &pts[1] );
g3_draw_line( &pts[1], &pts[2] );
g3_draw_line( &pts[2], &pts[3] );
g3_draw_line( &pts[3], &pts[0] );
g3_draw_line( &pts[4], &pts[5] );
g3_draw_line( &pts[5], &pts[6] );
g3_draw_line( &pts[6], &pts[7] );
g3_draw_line( &pts[7], &pts[4] );
g3_draw_line( &pts[0], &pts[4] );
g3_draw_line( &pts[1], &pts[5] );
g3_draw_line( &pts[2], &pts[6] );
g3_draw_line( &pts[3], &pts[7] );
} else {
//for (i=0; i<8; i++ ) {
// g3_rotate_vertex( &pts[i], &pm->bounding_box[i] );
//}
gr_set_color(0,255,0);
int j;
for (j=0; j<8; j++ ) {
vector bounding_box[8]; // caclulated fron min/max
model_calc_bound_box(bounding_box,&pm->octants[j].min,&pm->octants[j].max);
for (i=0; i<8; i++ ) {
g3_rotate_vertex( &pts[i], &bounding_box[i] );
}
gr_set_color(128,0,0);
g3_draw_line( &pts[0], &pts[1] );
g3_draw_line( &pts[1], &pts[2] );
g3_draw_line( &pts[2], &pts[3] );
g3_draw_line( &pts[3], &pts[0] );
g3_draw_line( &pts[4], &pts[5] );
g3_draw_line( &pts[5], &pts[6] );
g3_draw_line( &pts[6], &pts[7] );
g3_draw_line( &pts[7], &pts[4] );
g3_draw_line( &pts[0], &pts[4] );
g3_draw_line( &pts[1], &pts[5] );
g3_draw_line( &pts[2], &pts[6] );
g3_draw_line( &pts[3], &pts[7] );
}
}
}
// Debug code to show all the paths of a model
void model_draw_paths( int model_num )
{
int i,j;
vector pnt;
polymodel * pm;
if ( Interp_flags & MR_SHOW_OUTLINE_PRESET ) {
return;
}
pm = model_get(model_num);
if (pm->n_paths<1){
return;
}
for (i=0; i<pm->n_paths; i++ ) {
vertex prev_pnt;
for (j=0; j<pm->paths[i].nverts; j++ ) {
// Rotate point into world coordinates
pnt = pm->paths[i].verts[j].pos;
// Pnt is now the x,y,z world coordinates of this vert.
// For this example, I am just drawing a sphere at that
// point.
{
vertex tmp;
g3_rotate_vertex(&tmp,&pnt);
if ( pm->paths[i].verts[j].nturrets > 0 ){
gr_set_color( 0, 0, 255 ); // draw points covered by turrets in blue
} else {
gr_set_color( 255, 0, 0 );
}
// g3_draw_sphere( &tmp, pm->paths[i].verts[j].radius );
g3_draw_sphere( &tmp, 0.5f );
gr_set_color( 255, 0, 0 );
if (j){
g3_draw_line(&prev_pnt, &tmp);
}
prev_pnt = tmp;
}
}
}
}
// docking bay and fighter bay paths
void model_draw_bay_paths(int model_num)
{
int idx, s_idx;
vector v1, v2;
vertex l1, l2;
polymodel *pm = model_get(model_num);
if(pm == NULL){
return;
}
// render docking bay normals
gr_set_color(0, 255, 0);
for(idx=0; idx<pm->n_docks; idx++){
for(s_idx=0; s_idx<pm->docking_bays[idx].num_slots; s_idx++){
v1 = pm->docking_bays[idx].pnt[s_idx];
vm_vec_scale_add(&v2, &v1, &pm->docking_bays[idx].norm[s_idx], 10.0f);
// rotate the points
g3_rotate_vertex(&l1, &v1);
g3_rotate_vertex(&l2, &v2);
// draw the point and normal
g3_draw_sphere(&l1, 2.0);
g3_draw_line(&l1, &l2);
}
}
// render figher bay paths
gr_set_color(0, 255, 255);
// iterate through the paths that exist in the polymodel, searching for $bayN pathnames
for (idx = 0; idx<pm->n_paths; idx++) {
if ( !strnicmp(pm->paths[idx].name, NOX("$bay"), 4) ) {
for(s_idx=0; s_idx<pm->paths[idx].nverts-1; s_idx++){
v1 = pm->paths[idx].verts[s_idx].pos;
v2 = pm->paths[idx].verts[s_idx+1].pos;
// rotate and draw
g3_rotate_vertex(&l1, &v1);
g3_rotate_vertex(&l2, &v2);
g3_draw_line(&l1, &l2);
}
}
}
}
/*
// struct that holds the indicies into path information associated with a fighter bay on a capital ship
// NOTE: Fighter bay paths are identified by the path_name $bayN (where N is numbered from 1).
// Capital ships only have ONE fighter bay on the entire ship
#define MAX_SHIP_BAY_PATHS 10
typedef struct ship_bay {
int num_paths; // how many paths are associated with the model's fighter bay
int paths[MAX_SHIP_BAY_PATHS]; // index into polymodel->paths[] array
int arrive_flags; // bitfield, set to 1 when that path number is reserved for an arrival
int depart_flags; // bitfield, set to 1 when that path number is reserved for a departure
} ship_bay;
typedef struct mp_vert {
vector pos; // xyz coordinates of vertex in object's frame of reference
int nturrets; // number of turrets guarding this vertex
int *turret_ids; // array of indices into ship_subsys linked list (can't index using [] though)
float radius; // How far the closest obstruction is from this vertex
} mp_vert;
typedef struct model_path {
char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
char parent_name[MAX_NAME_LEN]; // parent name of submodel that path is linked to in POF
int parent_submodel;
int nverts;
mp_vert *verts;
int goal; // Which of the verts is the one closest to the goal of this path
int type; // What this path takes you to... See MP_TYPE_??? defines above for details
int value; // This depends on the type.
// For MP_TYPE_UNUSED, this means nothing.
// For MP_TYPE_SUBSYS, this is the subsystem number this path takes you to.
} model_path;
*/
void interp_render_arc_segment( vector *v1, vector *v2, int depth )
{
float d = vm_vec_dist_quick( v1, v2 );
if ( d < 0.30f || (depth>4) ) {
vertex p1, p2;
g3_rotate_vertex( &p1, v1 );
g3_rotate_vertex( &p2, v2 );
//g3_draw_rod( v1, 0.2f, v2, 0.2f, NULL, 0);
g3_draw_line( &p1, &p2 );
} else {
// divide in half
vector tmp;
vm_vec_avg( &tmp, v1, v2 );
float scaler = 0.30f;
tmp.xyz.x += (frand()-0.5f)*d*scaler;
tmp.xyz.y += (frand()-0.5f)*d*scaler;
tmp.xyz.z += (frand()-0.5f)*d*scaler;
interp_render_arc_segment( v1, &tmp, depth+1 );
interp_render_arc_segment( &tmp, v2, depth+1 );
}
}
int Interp_lightning = 1;
DCF_BOOL( Arcs, Interp_lightning )
int AR = 64;
int AG = 64;
int AB = 5;
int AR2 = 128;
int AG2 = 128;
int AB2 = 10;
void interp_render_lightning( polymodel *pm, bsp_info * sm )
{
Assert( sm->num_arcs > 0 );
int i;
if ( Interp_flags & MR_SHOW_OUTLINE_PRESET ) {
return;
}
if (!Interp_lightning) return;
// if ( keyd_pressed[KEY_LSHIFT] ) return;
// if ( rad < 3.0f ) return;
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_set_color( 64, 64, 255 );
} else {
gr_set_color( 128, 128, 255 );
}
break;
// "EMP" style arcs
case MARC_TYPE_EMP:
if ( (rand()>>4) & 1 ) {
gr_set_color( AR, AG, AB );
} else {
gr_set_color( AR2, AG2, AB2 );
}
break;
default:
Int3();
}
// render the actual arc segment
interp_render_arc_segment( &sm->arc_pts[i][0], &sm->arc_pts[i][1], 0 );
}
}
void model_interp_subcall(polymodel * pm, int mn, int detail_level)
{
int i;
int zbuf_mode = gr_zbuffering_mode;
if ( (mn < 0) || (mn>=pm->n_models) )
return;
Assert( mn >= 0 );
Assert( mn < pm->n_models );
// mprintf(( "Name = '%s'\n", pm->submodel[mn].name ));
// char * p = pm->submodel[mn].name;
if (pm->submodel[mn].blown_off){
return;
}
if (pm->submodel[mn].is_thruster ) {
if ( !(Interp_flags & MR_SHOW_THRUSTERS) ){
return;
}
Interp_thrust_scale_subobj=1;
} else {
Interp_thrust_scale_subobj=0;
}
g3_start_instance_angles(&pm->submodel[mn].offset, &pm->submodel[mn].angs);
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
light_rotate_all();
}
model_interp_sub( pm->submodel[mn].bsp_data, pm, &pm->submodel[mn], 0 );
if (Interp_flags & MR_SHOW_PIVOTS )
model_draw_debug_points( pm, &pm->submodel[mn] );
if ( pm->submodel[mn].num_arcs ) {
interp_render_lightning( pm, &pm->submodel[mn]);
}
i = pm->submodel[mn].first_child;
while( i>-1 ) {
if (!pm->submodel[i].is_thruster ) {
if(Interp_flags & MR_NO_ZBUFFER){
zbuf_mode = GR_ZBUFF_NONE;
} else {
zbuf_mode = GR_ZBUFF_FULL; // read only
}
gr_zbuffer_set(zbuf_mode);
model_interp_subcall( pm, i, detail_level );
}
i = pm->submodel[i].next_sibling;
}
g3_done_instance();
}
// Returns one of the following
#define IBOX_ALL_OFF 0
#define IBOX_ALL_ON 1
#define IBOX_SOME_ON_SOME_OFF 2
int interp_box_offscreen( vector *min, vector *max )
{
if ( keyd_pressed[KEY_LSHIFT] ) {
return IBOX_ALL_ON;
}
vector v[8];
v[0].xyz.x = min->xyz.x; v[0].xyz.y = min->xyz.y; v[0].xyz.z = min->xyz.z;
v[1].xyz.x = max->xyz.x; v[1].xyz.y = min->xyz.y; v[1].xyz.z = min->xyz.z;
v[2].xyz.x = max->xyz.x; v[2].xyz.y = max->xyz.y; v[2].xyz.z = min->xyz.z;
v[3].xyz.x = min->xyz.x; v[3].xyz.y = max->xyz.y; v[3].xyz.z = min->xyz.z;
v[4].xyz.x = min->xyz.x; v[4].xyz.y = min->xyz.y; v[4].xyz.z = max->xyz.z;
v[5].xyz.x = max->xyz.x; v[5].xyz.y = min->xyz.y; v[5].xyz.z = max->xyz.z;
v[6].xyz.x = max->xyz.x; v[6].xyz.y = max->xyz.y; v[6].xyz.z = max->xyz.z;
v[7].xyz.x = min->xyz.x; v[7].xyz.y = max->xyz.y; v[7].xyz.z = max->xyz.z;
ubyte and_codes = 0xff;
ubyte or_codes = 0xff;
int i;
for (i=0; i<8; i++ ) {
vertex tmp;
ubyte codes=g3_rotate_vertex( &tmp, &v[i] );
// Early out which we cannot do because we want to differentiate btwn
// IBOX_SOME_ON_SOME_OFF and IBOX_ALL_ON
// if ( !codes ) {
// //mprintf(( "A point is inside, so render it.\n" ));
// return 0; // this point is in, so return 0
// }
or_codes |= codes;
and_codes &= codes;
}
// If and_codes is set this means that all points lie off to the
// same side of the screen.
if (and_codes) {
//mprintf(( "All points offscreen, so don't render it.\n" ));
return IBOX_ALL_OFF; //all points off screen
}
// If this is set it means at least one of the points is offscreen,
// but they aren't all off to the same side.
if (or_codes) {
return IBOX_SOME_ON_SOME_OFF;
}
// They are all onscreen.
return IBOX_ALL_ON;
}
//calls the object interpreter to render an object.
//returns true if drew
int model_interp_sub(void *model_ptr, polymodel * pm, bsp_info *sm, int do_box_check )
{
ubyte *p = (ubyte *)model_ptr;
int chunk_type, chunk_size;
int pushed = 0;
chunk_type = w(p);
chunk_size = w(p+4);
while ( chunk_type != OP_EOF ) {
// mprintf(( "Processing chunk type %d, len=%d\n", chunk_type, chunk_size ));
switch (chunk_type) {
case OP_EOF: return 1;
case OP_DEFPOINTS: model_interp_defpoints(p,pm,sm); break;
case OP_FLATPOLY: model_interp_flatpoly(p,pm); break;
case OP_TMAPPOLY: model_interp_tmappoly(p,pm); break;
case OP_SORTNORM: model_interp_sortnorm(p,pm,sm,do_box_check); break;
case OP_BOUNDBOX:
if ( do_box_check ) {
int retval = interp_box_offscreen( vp(p+8), vp(p+20) );
switch( retval ) {
case IBOX_ALL_OFF:
goto DoneWithThis; // Don't need to draw any more polys from this box
break;
case IBOX_ALL_ON:
do_box_check = 0; // Don't need to check boxes any more
break;
case IBOX_SOME_ON_SOME_OFF:
// continue like we were
break;
default:
Int3();
}
}
if (Interp_flags & MR_SHOW_PIVOTS ) {
#ifndef NDEBUG
modelstats_num_boxes++;
#endif
interp_draw_box( vp(p+8), vp(p+20) );
}
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
if ( pushed ) {
light_filter_pop();
pushed = 0;
}
light_filter_push_box( vp(p+8), vp(p+20) );
pushed = 1;
}
break;
default:
mprintf(( "Bad chunk type %d, len=%d in model_interp_sub\n", chunk_type, chunk_size ));
Int3(); // Bad chunk type!
return 0;
}
p += chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
}
DoneWithThis:
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
if ( pushed ) {
light_filter_pop();
pushed = 0;
}
}
return 1;
}
void model_render_shields( polymodel * pm )
{
int i, j;
shield_tri *tri;
vertex pnt0, tmp, prev_pnt;
if ( Interp_flags & MR_SHOW_OUTLINE_PRESET ) {
return;
}
gr_set_color(0, 0, 200 );
// Scan all the triangles in the mesh.
for (i=0; i<pm->shield.ntris; i++ ) {
tri = &pm->shield.tris[i];
if (g3_check_normal_facing(&pm->shield.verts[tri->verts[0]].pos,&tri->norm ) ) {
// Process the vertices.
// Note this rotates each vertex each time it's needed, very dumb.
for (j=0; j<3; j++ ) {
g3_rotate_vertex(&tmp, &pm->shield.verts[tri->verts[j]].pos );
if (j)
g3_draw_line(&prev_pnt, &tmp);
else
pnt0 = tmp;
prev_pnt = tmp;
}
g3_draw_line(&pnt0, &prev_pnt);
}
}
}
void model_render_insignias(polymodel *pm, int detail_level)
{
int idx, s_idx;
vertex vecs[3];
vertex *vlist[3] = { &vecs[0], &vecs[1], &vecs[2] };
vector t1, t2, t3;
int i1, i2, i3;
// if the model has no insignias we're done
if(pm->num_ins <= 0){
return;
}
// set the proper texture
if(Interp_insignia_bitmap >= 0){
gr_set_bitmap(Interp_insignia_bitmap);
}
// otherwise don't even bother rendering
else {
return;
}
// otherwise render them
for(idx=0; idx<pm->num_ins; idx++){
// skip insignias not on our detail level
if(pm->ins[idx].detail_level != detail_level){
continue;
}
for(s_idx=0; s_idx<pm->ins[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_rotate_vertex(&vecs[0], &t1);
g3_rotate_vertex(&vecs[1], &t2);
g3_rotate_vertex(&vecs[2], &t3);
// setup texture coords
vecs[0].u = pm->ins[idx].u[s_idx][0]; vecs[0].v = pm->ins[idx].v[s_idx][0];
vecs[1].u = pm->ins[idx].u[s_idx][1]; vecs[1].v = pm->ins[idx].v[s_idx][1];
vecs[2].u = pm->ins[idx].u[s_idx][2]; vecs[2].v = pm->ins[idx].v[s_idx][2];
// draw the polygon
g3_draw_poly(3, vlist, TMAP_FLAG_TEXTURED);
}
}
}
int Model_texturing = 1;
int Model_polys = 1;
DCF_BOOL( model_texturing, Model_texturing )
DCF_BOOL( model_polys, Model_polys )
MONITOR( NumModelsRend );
MONITOR( NumHiModelsRend );
MONITOR( NumMedModelsRend );
MONITOR( NumLowModelsRend );
typedef struct model_cache {
int model_num;
//matrix orient;
vector pos;
int num_lights;
float last_dot;
float cr;
int w, h;
ubyte *data;
int cached_valid;
int bitmap_id;
angles angs;
// thrust stuff
float thrust_scale;
int thrust_bitmap;
int thrust_glow_bitmap;
float thrust_glow_noise;
int last_frame_rendered; // last frame in which this model was rendered not from the cache
} model_cache;
#define MAX_MODEL_CACHE MAX_OBJECTS
model_cache Model_cache[MAX_MODEL_CACHE]; // Indexed by objnum
int Model_cache_inited = 0;
// Returns 0 if not valid points
int model_cache_calc_coords(vector *pnt,float rad, float *cx, float *cy, float *cr)
{
vertex pt;
ubyte flags;
flags = g3_rotate_vertex(&pt,pnt);
if (flags == 0) {
g3_project_vertex(&pt);
if (!(pt.flags & (PF_OVERFLOW|CC_BEHIND))) {
*cx = pt.sx;
*cy = pt.sy;
*cr = rad*Matrix_scale.xyz.x*Canv_w2/pt.z;
if ( *cr < 1.0f ) {
*cr = 1.0f;
}
int x1, x2, y1, y2;
x1 = fl2i(*cx-*cr);
if ( x1 < gr_screen.clip_left ) return 0;
x2 = fl2i(*cx+*cr);
if ( x2 > gr_screen.clip_right ) return 0;
y1 = fl2i(*cy-*cr);
if ( y1 < gr_screen.clip_top ) return 0;
y2 = fl2i(*cy+*cr);
if ( y2 > gr_screen.clip_bottom ) return 0;
return 1;
}
}
return 0;
}
void model_really_render(int model_num, matrix *orient, vector * pos, uint flags, int light_ignore_id );
//draws a bitmap with the specified 3d width & height
//returns 1 if off screen, 0 if not
int model_get_rotated_bitmap_points(vertex *pnt,float angle, float rad, vertex *v)
{
float sa, ca;
int i;
Assert( G3_count == 1 );
// angle = 0.0f;
sa = (float)sin(angle);
ca = (float)cos(angle);
float width, height;
width = height = rad;
v[0].x = (-width*ca - height*sa)*Matrix_scale.xyz.x + pnt->x;
v[0].y = (-width*sa + height*ca)*Matrix_scale.xyz.y + pnt->y;
v[0].z = pnt->z;
v[0].sw = 0.0f;
v[0].u = 0.0f;
v[0].v = 0.0f;
v[1].x = (width*ca - height*sa)*Matrix_scale.xyz.x + pnt->x;
v[1].y = (width*sa + height*ca)*Matrix_scale.xyz.y + pnt->y;
v[1].z = pnt->z;
v[1].sw = 0.0f;
v[1].u = 1.0f;
v[1].v = 0.0f;
v[2].x = (width*ca + height*sa)*Matrix_scale.xyz.x + pnt->x;
v[2].y = (width*sa - height*ca)*Matrix_scale.xyz.y + pnt->y;
v[2].z = pnt->z;
v[2].sw = 0.0f;
v[2].u = 1.0f;
v[2].v = 1.0f;
v[3].x = (-width*ca + height*sa)*Matrix_scale.xyz.x + pnt->x;
v[3].y = (-width*sa - height*ca)*Matrix_scale.xyz.y + pnt->y;
v[3].z = pnt->z;
v[3].sw = 0.0f;
v[3].u = 0.0f;
v[3].v = 1.0f;
ubyte codes_and=0xff;
float sw,z;
z = pnt->z - rad / 4.0f;
if ( z < 0.0f ) z = 0.0f;
sw = 1.0f / z;
for (i=0; i<4; i++ ) {
//now code the four points
codes_and &= g3_code_vertex(&v[i]);
v[i].flags = 0; // mark as not yet projected
g3_project_vertex(&v[i]);
v[i].sw = sw;
}
if (codes_and)
return 1; //1 means off screen
return 0;
}
int Model_caching = 1;
DCF_BOOL( model_caching, Model_caching );
extern int Tmap_scan_read; // 0 = normal mapper, 1=read, 2=write
#define MODEL_MAX_BITMAP_SIZE 128
ubyte tmp_bitmap[MODEL_MAX_BITMAP_SIZE*MODEL_MAX_BITMAP_SIZE];
void mc_get_bmp( ubyte *data, int x, int y, int w, int h )
{
gr_lock();
int i,j;
for (i = 0; i < h; i++) {
ubyte *dptr = GR_SCREEN_PTR(ubyte,x,i+y);
ubyte *sptr = data+(i*w);
for (j=0; j<w; j++ ) {
*sptr++ = *dptr;
*dptr++ = 255; // XPARENT!
}
}
gr_unlock();
}
void mc_put_bmp( ubyte *data, int x, int y, int w, int h )
{
gr_lock();
int i,j;
for (i = 0; i < h; i++) {
ubyte *dptr = GR_SCREEN_PTR(ubyte,x,i+y);
ubyte *sptr = data+(i*w);
for (j=0; j<w; j++ ) {
*dptr++ = *sptr++;
}
}
gr_unlock();
}
float Interp_depth_scale = 1500.0f;
DCF(model_darkening,"Makes models darker with distance")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
Interp_depth_scale = Dc_arg_float;
}
if ( Dc_help ) {
dc_printf( "Usage: model_darkening float\n" );
Dc_status = 0; // don't print status if help is printed. Too messy.
}
if ( Dc_status ) {
dc_printf( "model_darkening = %.1f\n", Interp_depth_scale );
}
}
void model_try_cache_render(int model_num, matrix *orient, vector * pos, uint flags, int objnum, int num_lights );
// Compare it to 999.75f at R = 64.0f
// 0.0000f at R = 4.0f
//float cmp_val = 999.75f; // old
// Return a number from 'min' to 'max' where it is
// 'v' is between v1 and v2.
float scale_it( float min, float max, float v, float v1, float v2 )
{
if ( v < v1 ) return min;
if ( v > v2 ) return max;
v = (v - v1)/(v2-v1);
v = v*(max-min)+min;
return v;
}
void model_render(int model_num, matrix *orient, vector * pos, uint flags, int objnum, int lighting_skip )
{
polymodel *pm = model_get(model_num);
// maybe turn off (hardware) culling
if(flags & MR_NO_CULL){
gr_set_cull(0);
}
Interp_objnum = objnum;
if ( flags & MR_NO_LIGHTING ) {
Interp_light = 1.0f;
// never use saved lighitng for this object
model_set_saved_lighting(-1, -1);
} else if ( flags & MR_IS_ASTEROID ) {
// Dim it based on distance
float depth = vm_vec_dist_quick( pos, &Eye_position );
if ( depth > Interp_depth_scale ) {
Interp_light = Interp_depth_scale/depth;
// If it is too far, exit
if ( Interp_light < (1.0f/32.0f) ) {
Interp_light = 0.0f;
return;
} else if ( Interp_light > 1.0f ) {
Interp_light = 1.0f;
}
} else {
Interp_light = 1.0f;
}
// never use saved lighitng for this object
model_set_saved_lighting(-1, -1);
} else {
Interp_light = 1.0f;
// maybe use saved lighting
model_set_saved_lighting(objnum, hack_skip_max);
}
int num_lights = 0;
if ( !(flags & MR_NO_LIGHTING ) ) {
if ( D3D_enabled ) {
num_lights = light_filter_push( objnum, pos, pm->rad );
} else {
num_lights = light_filter_push( objnum, pos, pm->rad );
}
}
model_try_cache_render(model_num, orient, pos, flags, objnum, num_lights );
if ( !(flags & MR_NO_LIGHTING ) ) {
light_filter_pop();
}
// maybe turn culling back on
if(flags & MR_NO_CULL){
gr_set_cull(1);
}
// turn off fog after each model renders
if(The_mission.flags & MISSION_FLAG_FULLNEB){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
}
void model_cache_init()
{
if ( !Model_cache_inited ) {
int i;
Model_cache_inited = 1;
for (i=0; i<MAX_MODEL_CACHE; i++ ) {
Model_cache[i].cached_valid = 0;
Model_cache[i].data = NULL;
Model_cache[i].bitmap_id = -1;
Model_cache[i].last_frame_rendered = -1;
}
}
}
void model_cache_reset()
{
if ( Model_cache_inited ) {
int i;
for (i=0; i<MAX_MODEL_CACHE; i++ ) {
Model_cache[i].cached_valid = 0;
if ( Model_cache[i].data ) {
free(Model_cache[i].data);
Model_cache[i].data = NULL;
}
if ( Model_cache[i].bitmap_id != -1 ) {
bm_release(Model_cache[i].bitmap_id);
Model_cache[i].bitmap_id = -1;
}
}
}
}
// tmp_detail_level
// 0 - Max
// 1
// 2
// 3
// 4 - None
#if MAX_DETAIL_LEVEL != 4
#error MAX_DETAIL_LEVEL is assumed to be 4 in ModelInterp.cpp
#endif
// Given detail level, what is the threshold for how far viewer
// can move in the object's frame of reference before a redraw.
float Mc_viewer_pos_factor[MAX_DETAIL_LEVEL+1] = { 0.080f, 0.040f, 0.020f, 0.010f, 0.0f };
float Mc_size_factor[MAX_DETAIL_LEVEL+1] = { 1.40f, 1.30f, 1.20f, 1.10f, 0.0f };
int Model_object_caching_tmp = MAX_DETAIL_LEVEL;
// When framerate goes below this, knock it down a notch.
float Mc_framerate_lo[MAX_DETAIL_LEVEL+1] = { 0.0f, 10.0f, 15.0f, 20.0f, 25.0f };
// When it goes above this, knock it up a notch.
float Mc_framerate_hi[MAX_DETAIL_LEVEL+1] = { 15.0f, 20.0f, 25.0f, 30.0f, 100000.0f };
int Mc_detail_add[MAX_DETAIL_LEVEL+1] = { -2, -1, +1, +2, +4 };
extern float flFrametime;
void model_try_cache_render(int model_num, matrix *orient, vector * pos, uint flags, int objnum, int num_lights )
{
model_really_render(model_num, orient, pos, flags, objnum);
/*
int i;
model_cache *mc = NULL;
if ( (objnum>-1) && (objnum<MAX_MODEL_CACHE) ) {
mc = &Model_cache[objnum];
}
if ( (!mc) || (!Model_caching) || (D3D_enabled) || (!Model_cache_inited) || (flags & MR_ALWAYS_REDRAW) || (Detail.object_caching > 3) ) {
if ( mc ) {
mc->cached_valid = 0;
}
model_really_render(model_num, orient, pos, flags, objnum );
return;
}
Assert( mc != NULL );
// Fake the detail level based on framerate.
if ( 1.0f / flFrametime < Mc_framerate_lo[Model_object_caching_tmp] ) {
Model_object_caching_tmp--;
// mprintf(( "Model cache level bumped down to %d\n", Model_object_caching ));
} else if ( 1.0f / flFrametime > Mc_framerate_hi[Model_object_caching_tmp] ) {
Model_object_caching_tmp++;
// mprintf(( "Model cache level bumped up to %d\n", Model_object_caching ));
}
int tmp_detail_level = Model_object_caching_tmp + Mc_detail_add[Detail.object_caching];
if ( tmp_detail_level < 0 ) {
tmp_detail_level = 0;
} else if (tmp_detail_level > MAX_DETAIL_LEVEL ) {
tmp_detail_level = MAX_DETAIL_LEVEL;
}
if ( tmp_detail_level > 3 ) {
if ( mc ) {
mc->cached_valid = 0;
}
model_really_render(model_num, orient, pos, flags, objnum );
return;
}
// static int last_one = -1;
// if ( last_one != tmp_detail_level ) {
// last_one = tmp_detail_level;
// mprintf(( "Detail level %d\n", tmp_detail_level ));
// }
// if ( keyd_pressed[KEY_LSHIFT] ) {
// mc->cached_valid = 0;
// model_really_render(model_num, orient, pos, flags, objnum );
// return;
// }
// mprintf(( "Rendering cache model\n" ));
polymodel *pm = model_get(model_num);
vertex v[4];
vertex *vertlist[4] = { &v[0], &v[1], &v[2], &v[3] };
float cx, cy, cr;
vertex pt;
ubyte ccflags;
matrix tempm, tempm2;
angles new_angles;
vm_copy_transpose_matrix(&tempm2,orient);
vm_matrix_x_matrix(&tempm,&tempm2,&Eye_matrix);
vm_extract_angles_matrix(&new_angles, &tempm );
if ( !model_cache_calc_coords(pos,pm->rad, &cx, &cy, &cr) ) {
// Not onscreen, do a real render and exit
mc->cached_valid = 0;
model_really_render(model_num, orient, pos, flags, objnum );
return;
}
//================================================================
// A bunch of checks to see if we need to redraw the model or not
vector ship_to_eye;
vm_vec_sub( &ship_to_eye, &Eye_position, pos );
vm_vec_normalize_safe(&ship_to_eye);
float this_dot = vm_vec_dot( &ship_to_eye, &orient->fvec );
this_dot += vm_vec_dot( &ship_to_eye, &orient->rvec );
float diff = 0.0f;
if ( !mc->cached_valid ) {
// Nothing cached
goto RedrawIt;
}
Assert( mc->data != NULL );
if (Framecount - mc->last_frame_rendered > 1 + 2*(MAX_DETAIL_LEVEL - Detail.object_caching - 1)) {
goto RedrawIt;
}
diff = fl_abs( this_dot - mc->last_dot );
if ( diff > Mc_viewer_pos_factor[tmp_detail_level] ) {
// mprintf(( "Redraw!!! %.4f\n", diff ));
goto RedrawIt;
}
// if ( keyd_pressed[KEY_LSHIFT] ) {
// goto RedrawIt;
// }
if (tmp_detail_level > 2) {
if ( mc->thrust_glow_bitmap != Interp_thrust_glow_bitmap ) {
// Engline glow bitmap changed
// mprintf(( "MC: Glow bitmap changed! %d -> %d\n", mc->thrust_glow_bitmap, Interp_thrust_glow_bitmap ));
goto RedrawIt;
}
}
if (tmp_detail_level > 2) {
if ( cr > 4.0f ) {
float diff = fl_abs( mc->thrust_scale - Interp_thrust_scale );
if ( diff > 0.1f ) {
// Thruster size has changed
//mprintf(( "MC: Thruster size changed! %.2f -> %.2f\n", mc->thrust_scale, Interp_thrust_scale ));
goto RedrawIt;
}
}
}
// if (0) {
// float diff = fl_abs( mc->thrust_glow_noise - Interp_thrust_glow_noise );
// if ( diff > 0.1f ) {
// Glow noise has changed
//mprintf(( "MC: Thruster glow changed! %.2f -> %.2f\n", mc->thrust_glow_noise, Interp_thrust_glow_noise ));
// goto RedrawIt;
// }
// }
if ( mc->model_num != model_num ) {
// Model changed
goto RedrawIt;
}
if ( cr>mc->cr*Mc_size_factor[tmp_detail_level] ) {
// Scaling up too far
goto RedrawIt;
}
if (tmp_detail_level > 2) {
if ( cr > 4.0f ) {
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
if (mc->num_lights != num_lights) {
// Lighting changed
goto RedrawIt;
}
}
}
}
// This method is correct, but rotating ship makes things redraw which is too slow.
#if 0
if ( cr > 4.0f ) {
// Check orientation
float angle_error = max( fl_abs( mc->angs.p-new_angles.p ),fl_abs( mc->angs.h-new_angles.h ));
// Exact
//if ( angle_error > 0.075f ) {
// Rough
if ( angle_error > 0.40f ) {
// Ship/view turned too much
//mprintf(( "Ship/view turned too much %.4f\n", angle_error ));
goto RedrawIt;
}
}
#endif
// mprintf(( "Dot = %.5f\n", dot ));
#if 0
if (0) {
float dx, dy, dz;
dx = vm_vec_dot( &orient->rvec, &mc->orient.rvec )+1.0f;
dy = vm_vec_dot( &orient->uvec, &mc->orient.uvec )+1.0f;
dz = vm_vec_dot( &orient->fvec, &mc->orient.fvec )+1.0f;
float angle_error = (dx+dy+dz)*1000.0f/6.0f;
//mprintf(( "Angle_error = %.4f\n", angle_error ));
// Compare it to 999.75f at R = 64.0f
// 0.0000f at R = 0.0f
float cmp_val = 999.75f; // old
// if ( is_asteroid ) {
// cmp_val = scale_it( 0.0f, 999.75f, cr, 0.0f, 64.0f );
// }
if ( angle_error < cmp_val ) {
// Ship turned too much
goto RedrawIt;
}
}
#endif
// Have a valid cache entry, mc
ccflags = g3_rotate_vertex(&pt,pos);
if ( ccflags ) {
// offscreen
goto RedrawIt;
}
if ( model_get_rotated_bitmap_points(&pt,mc->angs.b - new_angles.b, pm->rad, v )) {
// offscreen
goto RedrawIt;
}
gr_set_bitmap( mc->bitmap_id );
Tmap_scan_read = 2;
g3_draw_poly(4, vertlist, TMAP_FLAG_TEXTURED );
Tmap_scan_read = 0;
// if ( keyd_pressed[KEY_LSHIFT] ) {
// gr_set_color( 255, 0, 0 );
// gr_pixel( fl2i(v[0].sx), fl2i(v[0].sy) );
// }
//if ( keyd_pressed[KEY_RSHIFT] ) {
// gr_line( fl2i(v[0].sx), fl2i(v[0].sy), fl2i(v[1].sx), fl2i(v[1].sy) );
// gr_line( fl2i(v[1].sx), fl2i(v[1].sy), fl2i(v[2].sx), fl2i(v[2].sy) );
// gr_line( fl2i(v[2].sx), fl2i(v[2].sy), fl2i(v[3].sx), fl2i(v[3].sy) );
// gr_line( fl2i(v[3].sx), fl2i(v[3].sy), fl2i(v[0].sx), fl2i(v[0].sy) );
//}
return;
//==========================================================
// Cache is bad for model, so draw it and save it
RedrawIt:
// if ( mc->data != NULL ) {
// free(mc->data);
// mc->data = NULL;
// }
if ( mc->bitmap_id != -1 ) {
bm_release(mc->bitmap_id);
mc->bitmap_id = -1;
}
mc->cached_valid = 0;
mc->model_num = model_num;
mc->pos = *pos;
//mc->orient = *orient;
mc->cr = cr;
mc->angs = new_angles; //-Physics_viewer_bank;
mc->thrust_scale = Interp_thrust_scale;
mc->thrust_bitmap = Interp_thrust_bitmap;
mc->thrust_glow_bitmap = Interp_thrust_glow_bitmap;
mc->thrust_glow_noise = Interp_thrust_glow_noise;
mc->last_dot = this_dot;
if ( cr > MODEL_MAX_BITMAP_SIZE/2-1 )
goto JustDrawIt;
//Physics_viewer_bank
ccflags = g3_rotate_vertex(&pt,pos);
if ( ccflags ) {
goto JustDrawIt;
}
model_get_rotated_bitmap_points(&pt,0.0f, pm->rad, v );
int x1, y1, x2, y2, w, h;
x1 = fl_round_2048( v[0].sx );
y1 = fl_round_2048( v[0].sy );
x2 = fl_round_2048( v[2].sx ); //+0.5f );
y2 = fl_round_2048( v[2].sy ); //+0.5f );
if ( x1 < gr_screen.clip_left)
goto JustDrawIt;
if ( y1 < gr_screen.clip_top )
goto JustDrawIt;
if ( x2 > gr_screen.clip_right)
goto JustDrawIt;
if ( y2 > gr_screen.clip_bottom)
goto JustDrawIt;
w = x2 - x1 + 1;
if ( w < 0 )
Int3();
if ( w < 2 )
w = 2;
h = y2 - y1 + 1;
if ( h < 0 )
Int3();
if ( h < 2 )
h = 2;
if ( w > MODEL_MAX_BITMAP_SIZE )
goto JustDrawIt;
if ( h > MODEL_MAX_BITMAP_SIZE )
goto JustDrawIt;
mc->w = w;
mc->h = h;
// mprintf(( "Mallocing a %dx%d bitmap\n", w, h ));
if ( mc->data == NULL ) {
mc->data = (ubyte *)malloc( MODEL_MAX_BITMAP_SIZE * MODEL_MAX_BITMAP_SIZE );
}
// mprintf(( "Done mallocing a %dx%d bitmap\n", w, h ));
if ( mc->data == NULL ) {
goto JustDrawIt;
}
for (i = 0; i < w*h; i++) {
mc->data[i] = 255;
}
mc->bitmap_id = bm_create( 8, mc->w, mc->h, mc->data, 0 );
if ( mc->bitmap_id < 0 ) {
goto JustDrawIt;
}
// Save stars and stuff on screen
mc_get_bmp( tmp_bitmap, x1, y1, w, h );
mc->num_lights = num_lights;
// Didn't render a cached one... so render it and then save it in the cache
// Turn on stippling
model_really_render(model_num, orient, pos, flags, objnum );
// Save screen to bitmap
gr_set_bitmap( mc->bitmap_id );
Tmap_scan_read = 1;
g3_draw_poly(4, vertlist, TMAP_FLAG_TEXTURED );
Tmap_scan_read = 0;
// Restore stars and stuff to screen
mc_put_bmp( tmp_bitmap, x1, y1, w, h );
// Draw the model
gr_set_bitmap( mc->bitmap_id );
Tmap_scan_read = 2;
g3_draw_poly(4, vertlist, TMAP_FLAG_TEXTURED );
Tmap_scan_read = 0;
mc->cached_valid = 1;
mc->last_frame_rendered = Framecount;
return;
JustDrawIt:
// Too big to save
model_really_render(model_num, orient, pos, flags, objnum );
*/
}
// Find the distance from p0 to the closest point on a box.
// The box's dimensions from 'min' to 'max'.
float interp_closest_dist_to_box( vector *hitpt, vector *p0, vector *min, vector *max )
{
float *origin = (float *)&p0->xyz.x;
float *minB = (float *)min;
float *maxB = (float *)max;
float *coord = (float *)&hitpt->xyz.x;
int inside = 1;
int i;
for (i=0; i<3; i++ ) {
if ( origin[i] < minB[i] ) {
coord[i] = minB[i];
inside = 0;
} else if (origin[i] > maxB[i] ) {
coord[i] = maxB[i];
inside = 0;
} else {
coord[i] = origin[i];
}
}
if ( inside ) {
return 0.0f;
}
return vm_vec_dist(hitpt,p0);
}
// Finds the closest point on a model to a point in space. Actually only finds a point
// on the bounding box of the model.
// Given:
// model_num Which model
// orient Orientation of the model
// pos Position of the model
// eye_pos Point that you want to find the closest point to
// Returns:
// distance from eye_pos to closest_point. 0 means eye_pos is
// on or inside the bounding box.
// Also fills in outpnt with the actual closest point.
float model_find_closest_point( vector *outpnt, int model_num, int submodel_num, matrix *orient, vector * pos, vector *eye_pos )
{
vector closest_pos, tempv, eye_rel_pos;
polymodel *pm = model_get(model_num);
if ( submodel_num < 0 ) {
submodel_num = pm->detail[0];
}
// Rotate eye pos into object coordinates
vm_vec_sub(&tempv,pos,eye_pos );
vm_vec_rotate(&eye_rel_pos,&tempv,orient );
return interp_closest_dist_to_box( &closest_pos, &eye_rel_pos, &pm->submodel[submodel_num].min, &pm->submodel[submodel_num].max );
}
int tiling = 1;
DCF(tiling, "")
{
tiling = !tiling;
if(tiling){
dc_printf("Tiled textures\n");
} else {
dc_printf("Non-tiled textures\n");
}
}
#ifndef NO_DIRECT3D
extern void d3d_zbias(int bias);
#endif
void model_really_render(int model_num, matrix *orient, vector * pos, uint flags, int light_ignore_id )
{
int i, detail_level;
polymodel * pm;
uint save_gr_zbuffering_mode;
int zbuf_mode;
MONITOR_INC( NumModelsRend, 1 );
Interp_orient = orient;
Interp_pos = pos;
int tmp_detail_level = Game_detail_level;
// if ( D3D_enabled ) {
// tmp_detail_level = -1; // Force no hires models for Direct3D
// }
// Tmap_show_layers = 1;
// model_set_detail_level(0);
// flags |= MR_LOCK_DETAIL|MR_NO_TEXTURING|MR_NO_LIGHTING; //MR_LOCK_DETAIL | |MR_NO_LIGHTING|MR_NO_SMOOTHINGMR_NO_TEXTURING |
// Turn off engine effect
Interp_thrust_scale_subobj=0;
if (!Model_texturing)
flags |= MR_NO_TEXTURING;
if ( !Model_polys ) {
flags |= MR_NO_POLYS;
}
Interp_flags = flags;
pm = model_get(model_num);
// Set the flags we will pass to the tmapper
if ( D3D_enabled ) {
Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB;
} else {
Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RAMP;
}
// if we're in nebula mode
if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE)){
Interp_tmap_flags |= TMAP_FLAG_PIXEL_FOG;
}
if ( !(Interp_flags & MR_NO_TEXTURING) ) {
Interp_tmap_flags |= TMAP_FLAG_TEXTURED;
if ( (pm->flags & PM_FLAG_ALLOW_TILING) && tiling)
Interp_tmap_flags |= TMAP_FLAG_TILED;
if ( !(Interp_flags & MR_NO_CORRECT) ) {
Interp_tmap_flags |= TMAP_FLAG_CORRECT;
}
}
save_gr_zbuffering_mode = gr_zbuffering_mode;
zbuf_mode = gr_zbuffering_mode;
if (!(Game_detail_flags & DETAIL_FLAG_MODELS) ) {
gr_set_color(0,128,0);
g3_draw_sphere_ez( pos, pm->rad );
return;
}
g3_start_instance_matrix(pos,orient);
if ( Interp_flags & MR_SHOW_RADIUS ) {
if ( !(Interp_flags & MR_SHOW_OUTLINE_PRESET) ) {
gr_set_color(0,64,0);
g3_draw_sphere_ez(&vmd_zero_vector,pm->rad);
}
}
Assert( pm->n_detail_levels < MAX_MODEL_DETAIL_LEVELS );
vector closest_pos;
float depth = model_find_closest_point( &closest_pos, model_num, -1, orient, pos, &Eye_position );
if ( pm->n_detail_levels > 1 ) {
if ( Interp_flags & MR_LOCK_DETAIL ) {
i = Interp_detail_level+1;
} else {
//gr_set_color(0,128,0);
//g3_draw_sphere_ez( &closest_pos, 2.0f );
#if MAX_DETAIL_LEVEL != 4
#error Code in modelInterp.cpp assumes MAX_DETAIL_LEVEL == 4
#endif
switch( Detail.detail_distance ) {
case 0: // lowest
depth *= 8.0f;
break;
case 1: // lower than normal
depth *= 4.0f;
break;
case 2: // default (leave the same)
break;
case 3: // above normal
depth /= 4.0f;
break;
case 4: // even more normal
depth /= 8.0f;
break;
}
// nebula ?
if(The_mission.flags & MISSION_FLAG_FULLNEB){
depth *= neb2_get_lod_scale(Interp_objnum);
}
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;
}
}
// maybe force lower detail
if (Interp_flags & MR_FORCE_LOWER_DETAIL) {
i++;
}
//detail_level = fl2i(depth/10.0f);
//detail_level = 0;
detail_level = i-1-tmp_detail_level;
if ( detail_level < 0 )
detail_level = 0;
else if (detail_level >= pm->n_detail_levels )
detail_level = pm->n_detail_levels-1;
//mprintf(( "Depth = %.2f, detail = %d\n", depth, detail_level ));
} else {
detail_level = 0;
}
#ifndef NDEBUG
if ( detail_level==0 ) {
MONITOR_INC( NumHiModelsRend, 1 );
} else if ( detail_level ==pm->n_detail_levels-1 ) {
MONITOR_INC( NumLowModelsRend, 1 );
} else {
MONITOR_INC( NumMedModelsRend, 1 );
}
#endif
if((Interp_flags & MR_AUTOCENTER) && (pm->flags & PM_FLAG_AUTOCEN)){
vector auto_back = pm->autocenter;
vm_vec_scale(&auto_back, -1.0f);
g3_start_instance_matrix(&auto_back, NULL);
}
#ifndef NO_DIRECT3D
if(gr_screen.mode == GR_DIRECT3D){
d3d_zbias(1);
}
#endif
// Draw the subobjects
i = pm->submodel[pm->detail[detail_level]].first_child;
while( i>-1 ) {
if (!pm->submodel[i].is_thruster ) {
zbuf_mode = GR_ZBUFF_WRITE;
// no zbuffering
if(Interp_flags & MR_NO_ZBUFFER){
zbuf_mode = GR_ZBUFF_NONE;
}
gr_zbuffer_set(zbuf_mode);
model_interp_subcall( pm, i, detail_level );
}
i = pm->submodel[i].next_sibling;
}
// rotate lights for the hull
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
light_rotate_all();
}
if ( pm->submodel[pm->detail[detail_level]].num_children > 0 ){
// zbuf_mode |= GR_ZBUFF_WRITE; // write only
zbuf_mode = GR_ZBUFF_FULL;
}
// no zbuffering
if(Interp_flags & MR_NO_ZBUFFER){
zbuf_mode = GR_ZBUFF_NONE;
}
gr_zbuffer_set(zbuf_mode);
#ifndef NO_DIRECT3D
if(gr_screen.mode == GR_DIRECT3D){
d3d_zbias(0);
}
#endif
// draw the hull of the ship
model_interp_sub( (ubyte *)pm->submodel[pm->detail[detail_level]].bsp_data, pm, &pm->submodel[pm->detail[detail_level]], 0 );
if (Interp_flags & MR_SHOW_PIVOTS ) {
model_draw_debug_points( pm, NULL );
model_draw_debug_points( pm, &pm->submodel[pm->detail[detail_level]] );
if(pm->flags & PM_FLAG_AUTOCEN){
gr_set_color(255, 255, 255);
g3_draw_sphere_ez(&pm->autocenter, pm->rad / 4.5f);
}
}
if ( pm->submodel[pm->detail[0]].num_arcs ) {
interp_render_lightning( pm, &pm->submodel[pm->detail[0]]);
}
if ( Interp_flags & MR_SHOW_SHIELDS ) {
model_render_shields(pm);
}
#ifndef NO_DIRECT3D
// render model insignias
if(gr_screen.mode == GR_DIRECT3D){
d3d_zbias(1);
}
#endif
gr_zbuffer_set(GR_ZBUFF_READ);
model_render_insignias(pm, detail_level);
#ifndef NO_DIRECT3D
// zbias back to 0
if(gr_screen.mode == GR_DIRECT3D){
d3d_zbias(0);
}
#endif
// Draw the thruster glow
if ( (Interp_thrust_glow_bitmap != -1) && (Interp_flags & MR_SHOW_THRUSTERS) /*&& (Detail.engine_glows)*/ ) {
for (i = 0; i < pm->n_thrusters; i++ ) {
thruster_bank *bank = &pm->thrusters[i];
int j;
for ( j=0; j<bank->num_slots; j++ ) {
float d;
vector tempv;
vm_vec_sub(&tempv,&View_position,&bank->pnt[j]);
vm_vec_normalize(&tempv);
d = vm_vec_dot(&tempv,&bank->norm[j]);
if ( d > 0.0f) {
vertex p;
// Make glow bitmap fade in/out quicker from sides.
d *= 3.0f;
if ( d > 1.0f ) d = 1.0f;
// fade them in the nebula as well
if(The_mission.flags & MISSION_FLAG_FULLNEB){
d *= (1.0f - Interp_fog_level);
}
//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 scale = MIN_SCALE;
scale = (Interp_thrust_scale-0.1f)*(MAX_SCALE-MIN_SCALE)+MIN_SCALE;
float w = bank->radius[j]*(scale+Interp_thrust_glow_noise*NOISE_SCALE );
// disable fogging
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
g3_rotate_vertex( &p, &bank->pnt[j] );
gr_set_bitmap( Interp_thrust_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, d );
{
extern int Gr_scaler_zbuffering;
Gr_scaler_zbuffering = 1;
g3_draw_bitmap(&p,0,w*0.5f, TMAP_FLAG_TEXTURED );
//g3_draw_rotated_bitmap(&p,0.0f,w,w, TMAP_FLAG_TEXTURED );
Gr_scaler_zbuffering = 0;
}
}
}
}
}
Interp_thrust_glow_bitmap = -1;
gr_set_cull(0);
// Draw the thruster subobjects
i = pm->submodel[pm->detail[detail_level]].first_child;
while( i>-1 ) {
if (pm->submodel[i].is_thruster ) {
zbuf_mode = GR_ZBUFF_READ;
// no zbuffering
if(Interp_flags & MR_NO_ZBUFFER){
zbuf_mode = GR_ZBUFF_NONE;
}
gr_zbuffer_set(zbuf_mode);
model_interp_subcall( pm, i, detail_level );
}
i = pm->submodel[i].next_sibling;
}
gr_set_cull(1);
if ( Interp_flags & MR_SHOW_PATHS ){
model_draw_paths(model_num);
}
if (Interp_flags & MR_BAY_PATHS ){
model_draw_bay_paths(model_num);
}
if((Interp_flags & MR_AUTOCENTER) && (pm->flags & PM_FLAG_AUTOCEN)){
g3_done_instance();
}
g3_done_instance();
gr_zbuffer_set(save_gr_zbuffering_mode);
}
void submodel_render(int model_num, int submodel_num, matrix *orient, vector * pos, uint flags, int light_ignore_id)
{
polymodel * pm;
MONITOR_INC( NumModelsRend, 1 );
if (!(Game_detail_flags & DETAIL_FLAG_MODELS) ) return;
// Turn off engine effect
Interp_thrust_scale_subobj=0;
if (!Model_texturing)
flags |= MR_NO_TEXTURING;
Interp_flags = flags;
pm = model_get(model_num);
// Set the flags we will pass to the tmapper
if ( D3D_enabled ) {
Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB;
} else {
Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RAMP;
}
// if we're in nebula mode
if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE)){
Interp_tmap_flags |= TMAP_FLAG_PIXEL_FOG;
}
if ( !(Interp_flags & MR_NO_TEXTURING) ) {
Interp_tmap_flags |= TMAP_FLAG_TEXTURED;
if ( (pm->flags & PM_FLAG_ALLOW_TILING) && tiling )
Interp_tmap_flags |= TMAP_FLAG_TILED;
if ( !(Interp_flags & MR_NO_CORRECT) ) {
Interp_tmap_flags |= TMAP_FLAG_CORRECT;
}
}
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
if ( D3D_enabled ) {
light_filter_push( -1, pos, pm->submodel[submodel_num].rad );
} else {
light_filter_push( light_ignore_id, pos, pm->submodel[submodel_num].rad );
}
}
g3_start_instance_matrix(pos,orient);
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
light_rotate_all();
}
model_interp_sub( pm->submodel[submodel_num].bsp_data, pm, &pm->submodel[submodel_num], 0 );
if ( pm->submodel[submodel_num].num_arcs ) {
interp_render_lightning( pm, &pm->submodel[submodel_num]);
}
if (Interp_flags & MR_SHOW_PIVOTS )
model_draw_debug_points( pm, &pm->submodel[submodel_num] );
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
light_filter_pop();
}
g3_done_instance();
}
// Fills in an array with points from a model.
// Only gets up to max_num verts;
// Returns number of verts found;
static int submodel_get_points_internal(int model_num, int submodel_num, int max_num, vector **pnts, vector **norms )
{
polymodel * pm;
pm = model_get(model_num);
if ( submodel_num < 0 ) {
submodel_num = pm->detail[0];
}
ubyte *p = pm->submodel[submodel_num].bsp_data;
int chunk_type, chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
while (chunk_type != OP_EOF) {
switch (chunk_type) {
case OP_EOF: return 1;
case OP_DEFPOINTS: {
int n;
int nverts = w(p+8);
int offset = w(p+16);
ubyte * normcount = p+20;
vector *src = vp(p+offset);
if ( nverts > max_num )
nverts = max_num;
for (n=0; n<nverts; n++ ) {
*pnts++ = src;
*norms++ = src + 1; // first normal associated with the point
src += normcount[n]+1;
}
return nverts; // Read in 'n' points
}
break;
case OP_FLATPOLY: break;
case OP_TMAPPOLY: break;
case OP_SORTNORM: break;
case OP_BOUNDBOX: break;
default:
mprintf(( "Bad chunk type %d, len=%d in submodel_get_points\n", chunk_type, chunk_size ));
Int3(); // Bad chunk type!
return 0;
}
p += chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
}
return 0; // Couldn't find 'em
}
// Gets two random points on a model
void submodel_get_two_random_points(int model_num, int submodel_num, vector *v1, vector *v2, vector *n1, vector *n2 )
{
int nv = submodel_get_points_internal(model_num, submodel_num, MAX_POLYGON_VECS, Interp_verts, Interp_norms );
int vn1 = (myrand()>>5) % nv;
int vn2 = (myrand()>>5) % nv;
*v1 = *Interp_verts[vn1];
*v2 = *Interp_verts[vn2];
if(n1 != NULL){
*n1 = *Interp_norms[vn1];
}
if(n2 != NULL){
*n2 = *Interp_norms[vn2];
}
}
// If MR_FLAG_OUTLINE bit set this color will be used for outlines.
// This defaults to black.
void model_set_outline_color(int r, int g, int b )
{
gr_init_color( &Interp_outline_color, r, g, b );
}
// If MR_FLAG_OUTLINE bit set this color will be used for outlines.
// This defaults to black.
void model_set_outline_color_fast(void *outline_color)
{
Interp_outline_color = *((color*)(outline_color));
}
// IF MR_LOCK_DETAIL is set, then it will always draw detail level 'n'
// This defaults to 0. (0=highest, larger=lower)
void model_set_detail_level(int n)
{
Interp_detail_level = n;
}
// Returns number of verts in a submodel;
int submodel_get_num_verts(int model_num, int submodel_num )
{
polymodel * pm;
pm = model_get(model_num);
ubyte *p = pm->submodel[submodel_num].bsp_data;
int chunk_type, chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
while (chunk_type != OP_EOF) {
switch (chunk_type) {
case OP_EOF: return 0;
case OP_DEFPOINTS: {
int n=w(p+8);
return n; // Read in 'n' points
}
break;
case OP_FLATPOLY: break;
case OP_TMAPPOLY: break;
case OP_SORTNORM: break;
case OP_BOUNDBOX: break;
default:
mprintf(( "Bad chunk type %d, len=%d in submodel_get_num_verts\n", chunk_type, chunk_size ));
Int3(); // Bad chunk type!
return 0;
}
p += chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
}
return 0; // Couldn't find 'em
}
// Returns number of tmaps & flat polys in a submodel;
int submodel_get_num_polys_sub( ubyte *p )
{
int chunk_type = w(p);
int chunk_size = w(p+4);
int n = 0;
while (chunk_type != OP_EOF) {
switch (chunk_type) {
case OP_EOF: return n;
case OP_DEFPOINTS: break;
case OP_FLATPOLY: n++; break;
case OP_TMAPPOLY: n++; break;
case OP_SORTNORM: {
int frontlist = w(p+36);
int backlist = w(p+40);
int prelist = w(p+44);
int postlist = w(p+48);
int onlist = w(p+52);
n += submodel_get_num_polys_sub(p+frontlist);
n += submodel_get_num_polys_sub(p+backlist);
n += submodel_get_num_polys_sub(p+prelist);
n += submodel_get_num_polys_sub(p+postlist );
n += submodel_get_num_polys_sub(p+onlist );
}
break;
case OP_BOUNDBOX: break;
default:
mprintf(( "Bad chunk type %d, len=%d in submodel_get_num_polys\n", chunk_type, chunk_size ));
Int3(); // Bad chunk type!
return 0;
}
p += chunk_size;
chunk_type = w(p);
chunk_size = w(p+4);
}
return n;
}
// Returns number of tmaps & flat polys in a submodel;
int submodel_get_num_polys(int model_num, int submodel_num )
{
polymodel * pm;
pm = model_get(model_num);
return submodel_get_num_polys_sub( pm->submodel[submodel_num].bsp_data );
}
// Sets the submodel instance data in a submodel
// If show_damaged is true it shows only damaged submodels.
// If it is false it shows only undamaged submodels.
void model_show_damaged(int model_num, int show_damaged )
{
polymodel * pm;
int i;
pm = model_get(model_num);
for (i=0; i<pm->n_models; i++ ) {
bsp_info *sm = &pm->submodel[i];
// Set the "blown out" flags
sm->blown_off = 0;
}
for (i=0; i<pm->n_models; i++ ) {
bsp_info *sm = &pm->submodel[i];
// Set the "blown out" flags
if ( show_damaged ) {
if ( sm->my_replacement > -1 ) {
pm->submodel[sm->my_replacement].blown_off = 0;
sm->blown_off = 1;
}
} else {
if ( sm->my_replacement > -1 ) {
pm->submodel[sm->my_replacement].blown_off = 1;
sm->blown_off = 0;
}
}
}
}
// set the insignia bitmap to be used when rendering a ship with an insignia (-1 switches it off altogether)
void model_set_insignia_bitmap(int bmap)
{
Interp_insignia_bitmap = bmap;
}
// set the forces bitmap
void model_set_forced_texture(int bmap)
{
Interp_forced_bitmap = bmap;
}
// set model transparency for use with MR_ALL_XPARENT
void model_set_alpha(float alpha)
{
Interp_xparent_alpha = alpha;
}
// see if the given texture is used by the passed model. 0 if not used, 1 if used, -1 on error
int model_find_texture(int model_num, int bitmap)
{
polymodel * pm;
int idx;
// get a handle to the model
pm = model_get(model_num);
if(pm == NULL){
return -1;
}
// find the texture
for(idx=0; idx<pm->n_textures; idx++){
if(pm->textures[idx] == bitmap){
return 1;
}
}
// no texture
return 0;
}
// find closest point on extended bounding box (the bounding box plus all the planes that make it up)
// returns closest distance to extended box
// positive return value means start_point is outside extended box
// displaces closest point an optional amount delta to the outside of the box
// closest_box_point can be NULL.
float get_model_closest_box_point_with_delta(vector *closest_box_point, vector *start_point, int modelnum, int *is_inside, float delta)
{
int i, idx;
vector box_point, ray_direction, *extremes;
float dist, best_dist;
polymodel *pm;
int inside = 0;
int masks[6] = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20};
int mask_inside = 0x3f;
best_dist = FLT_MAX;
pm = model_get(modelnum);
for (i=0; i<6; i++) {
idx = i / 2; // which row vector of Identity matrix
memcpy(&ray_direction, vmd_identity_matrix.a2d[idx], sizeof(vector));
// do negative, then positive plane for each axis
if (2 * idx == i) {
extremes = &pm->mins;
vm_vec_negate(&ray_direction);
} else {
extremes = &pm->maxs;
}
// a negative distance means started outside the box
dist = fvi_ray_plane(&box_point, extremes, &ray_direction, start_point, &ray_direction, 0.0f);
if (dist > 0) {
inside |= masks[i];
}
if (fabs(dist) < fabs(best_dist)) {
best_dist = dist;
if (closest_box_point) {
vm_vec_scale_add(closest_box_point, &box_point, &ray_direction, delta);
}
}
}
// is start_point inside the box
if (is_inside) {
*is_inside = (inside == mask_inside);
}
return -best_dist;
}
// find closest point on extended bounding box (the bounding box plus all the planes that make it up)
// returns closest distance to extended box
// positive return value means start_point is outside extended box
// displaces closest point an optional amount delta to the outside of the box
// closest_box_point can be NULL.
float get_world_closest_box_point_with_delta(vector *closest_box_point, object *box_obj, vector *start_point, int *is_inside, float delta)
{
vector temp, box_start;
float dist;
int modelnum;
// get modelnum
modelnum = Ships[box_obj->instance].modelnum;
// rotate start_point to box_obj RF
vm_vec_sub(&temp, start_point, &box_obj->pos);
vm_vec_rotate(&box_start, &temp, &box_obj->orient);
dist = get_model_closest_box_point_with_delta(closest_box_point, &box_start, modelnum, is_inside, delta);
// rotate closest_box_point to world RF
if (closest_box_point) {
vm_vec_unrotate(&temp, closest_box_point, &box_obj->orient);
vm_vec_add(closest_box_point, &temp, &box_obj->pos);
}
return dist;
}
void model_set_fog_level(float l)
{
Interp_fog_level = l;
}
// given a newly loaded model, page in all textures
void model_page_in_textures(int modelnum, int ship_info_index)
{
int idx;
ship_info *sip;
// valid ship type?
if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
return;
}
sip = &Ship_info[ship_info_index];
polymodel *pm = model_get(modelnum);
// bogus
if(pm == NULL){
return;
}
// set nondarkening pixels
if(sip->num_nondark_colors){
palman_set_nondarkening(sip->nondark_colors, sip->num_nondark_colors);
}
// use the colors from the default table
else {
palman_set_nondarkening(Palman_non_darkening_default, Palman_num_nondarkening_default);
}
for (idx=0; idx<pm->n_textures; idx++ ){
int bitmap_num = pm->original_textures[idx];
if ( bitmap_num > -1 ) {
// if we're in Glide (and maybe later with D3D), use nondarkening textures
if(gr_screen.mode == GR_GLIDE){
bm_lock(bitmap_num, 16, BMP_TEX_NONDARK);
bm_unlock(bitmap_num);
} else {
bm_lock(bitmap_num, 16, BMP_TEX_OTHER);
bm_unlock(bitmap_num);
}
}
}
}
// is the given model a pirate ship?
int model_is_pirate_ship(int modelnum)
{
return 0;
}