Files
fs2open.github.com/code/nebula/neb.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00

1621 lines
44 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 "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "ddsutils/ddsutils.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "jpgutils/jpgutils.h"
#include "mission/missionparse.h"
#include "nebula/neb.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "pcxutils/pcxutils.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "starfield/starfield.h"
#include "tgautils/tgautils.h"
// --------------------------------------------------------------------------------------------------------
// NEBULA DEFINES/VARS
//
bool Nebula_sexp_used = false;
static ubyte Neb2_fog_color_r = 0;
static ubyte Neb2_fog_color_g = 0;
static ubyte Neb2_fog_color_b = 0;
static ubyte *Neb2_htl_fog_data = NULL;
// #define NEB2_THUMBNAIL
/*
3D CARDS THAT FOG PROPERLY
Voodoo1
Voodoo2
G200
TNT
3D CARDS THAT DON'T FOG PROPERLY
Permedia2
AccelStar II
*/
// if nebula rendering is active (DCF stuff - not mission specific)
int Neb2_render_mode = NEB2_RENDER_NONE;
// array of neb2 poofs
char Neb2_poof_filenames[MAX_NEB2_POOFS][MAX_FILENAME_LEN] = {
"", "", "", "", "", ""
};
int Neb2_poofs[MAX_NEB2_POOFS] = { -1, -1, -1, -1, -1, -1 };
int Neb2_poof_flags = ( (1<<0) | (1<<1) | (1<<2) | (1<<3) | (1<<4) | (1<<5) );
int Neb2_poof_count = 0;
// array of neb2 bitmaps
char Neb2_bitmap_filenames[MAX_NEB2_BITMAPS][MAX_FILENAME_LEN] = {
"", "", "", "", "", ""
};
int Neb2_bitmap[MAX_NEB2_BITMAPS] = { -1, -1, -1, -1, -1, -1 };
int Neb2_bitmap_count = 0;
// texture to use for this level
char Neb2_texture_name[MAX_FILENAME_LEN] = "";
// nebula flags
#define NF_USED (1<<0) // if this nebula slot is used
float max_rotation = 3.75f;
float neb2_flash_fade = 0.3f;
// fog values for different ship types
//Why the heck is this still here? Commenting out. -WMC
/*
float Neb_ship_fog_vals_glide[MAX_SHIP_TYPE_COUNTS][2] = {
{0.0f, 0.0f}, // SHIP_TYPE_NONE
{10.0f, 500.0f}, // SHIP_TYPE_CARGO
{10.0f, 500.0f}, // SHIP_TYPE_FIGHTER_BOMBER
{10.0f, 600.0f}, // SHIP_TYPE_CRUISER
{10.0f, 600.0f}, // SHIP_TYPE_FREIGHTER
{10.0f, 750.0f}, // SHIP_TYPE_CAPITAL
{10.0f, 500.0f}, // SHIP_TYPE_TRANSPORT
{10.0f, 500.0f}, // SHIP_TYPE_REPAIR_REARM
{10.0f, 500.0f}, // SHIP_TYPE_NAVBUOY
{10.0f, 500.0f}, // SHIP_TYPE_SENTRYGUN
{10.0f, 600.0f}, // SHIP_TYPE_ESCAPEPOD
{10.0f, 1000.0f}, // SHIP_TYPE_SUPERCAP
{10.0f, 500.0f}, // SHIP_TYPE_STEALTH
{10.0f, 500.0f}, // SHIP_TYPE_FIGHTER
{10.0f, 500.0f}, // SHIP_TYPE_BOMBER
{10.0f, 750.0f}, // SHIP_TYPE_DRYDOCK
{10.0f, 600.0f}, // SHIP_TYPE_AWACS
{10.0f, 600.0f}, // SHIP_TYPE_GAS_MINER
{10.0f, 600.0f}, // SHIP_TYPE_CORVETTE
{10.0f, 1000.0f}, // SHIP_TYPE_KNOSSOS_DEVICE
};
*/
/*
float Neb_ship_fog_vals_d3d[MAX_SHIP_TYPE_COUNTS][2] = {
{0.0f, 0.0f}, // SHIP_TYPE_NONE
{10.0f, 500.0f}, // SHIP_TYPE_CARGO
{10.0f, 500.0f}, // SHIP_TYPE_FIGHTER_BOMBER
{10.0f, 600.0f}, // SHIP_TYPE_CRUISER
{10.0f, 600.0f}, // SHIP_TYPE_FREIGHTER
{10.0f, 750.0f}, // SHIP_TYPE_CAPITAL
{10.0f, 500.0f}, // SHIP_TYPE_TRANSPORT
{10.0f, 500.0f}, // SHIP_TYPE_REPAIR_REARM
{10.0f, 500.0f}, // SHIP_TYPE_NAVBUOY
{10.0f, 500.0f}, // SHIP_TYPE_SENTRYGUN
{10.0f, 600.0f}, // SHIP_TYPE_ESCAPEPOD
{10.0f, 1000.0f}, // SHIP_TYPE_SUPERCAP
{10.0f, 500.0f}, // SHIP_TYPE_STEALTH
{10.0f, 500.0f}, // SHIP_TYPE_FIGHTER
{10.0f, 500.0f}, // SHIP_TYPE_BOMBER
{10.0f, 750.0f}, // SHIP_TYPE_DRYDOCK
{10.0f, 600.0f}, // SHIP_TYPE_AWACS
{10.0f, 600.0f}, // SHIP_TYPE_GAS_MINER
{10.0f, 600.0f}, // SHIP_TYPE_CORVETTE
{10.0f, 1000.0f}, // SHIP_TYPE_KNOSSOS_DEVICE
};
*/
//WMC - these were originally indexed to SHIP_TYPE_FIGHTER_BOMBER
const static float Default_fog_near = 10.0f;
const static float Default_fog_far = 500.0f;
// fog near and far values for rendering the background nebula
#define NEB_BACKG_FOG_NEAR_GLIDE 2.5f
#define NEB_BACKG_FOG_NEAR_D3D 4.5f
#define NEB_BACKG_FOG_FAR_GLIDE 10.0f
#define NEB_BACKG_FOG_FAR_D3D 10.0f
float Neb_backg_fog_near = NEB_BACKG_FOG_NEAR_GLIDE;
float Neb_backg_fog_far = NEB_BACKG_FOG_FAR_GLIDE;
// stats
int pneb_tried = 0; // total pnebs tried to render
int pneb_tossed_alpha = 0; // pnebs tossed because of alpha optimization
int pneb_tossed_dot = 0; // pnebs tossed because of dot product
int pneb_tossed_off = 0; // pnebs tossed because of being offscree
int neb_tried = 0; // total nebs tried
int neb_tossed_alpha = 0; // nebs tossed because of alpha
int neb_tossed_dot = 0; // nebs tossed because of dot product
int neb_tossed_count = 0; // nebs tossed because of max render count
// the AWACS suppression level for the nebula
float Neb2_awacs = -1.0f;
// The visual render distance multipliers for the nebula
float Neb2_fog_near_mult = 1.0f;
float Neb2_fog_far_mult = 1.0f;
// how many "slices" are in the current player nebuls
int Neb2_slices = 5;
cube_poof Neb2_cubes[MAX_CPTS][MAX_CPTS][MAX_CPTS];
neb2_detail Neb2_detail[MAX_DETAIL_LEVEL] = {
{ // lowest detail level
0.575f, // max alpha for this detail level in Glide
0.71f, // max alpha for this detail level in D3d
0.13f, // break alpha (below which, poofs don't draw). this affects the speed and visual quality a lot
150.0f, 150.0f / 1.3333f, // x and y alpha fade/break values. adjust alpha on the polys as they move offscreen
510.0f, // total dimension of player poof cube
50.0f, // inner radius of the player poof cube
250.0f, // outer radius of the player pood cube
120.0f, // radius of the poofs
1.0f, 1.0f, 1.0f // width, height, depth jittering. best left at 1.0
},
{ // 2nd lowest detail level
0.575f, // max alpha for this detail level in Glide
0.71f, // max alpha for this detail level in D3d
0.125f, // break alpha (below which, poofs don't draw). this affects the speed and visual quality a lot
300.0f, 300.0f / 1.3333f, // x and y alpha fade/break values. adjust alpha on the polys as they move offscreen
550.0f, // total dimension of player poof cube
100.0f, // inner radius of the player poof cube
250.0f, // outer radius of the player pood cube
125.0f, // radius of the poofs
1.0f, 1.0f, 1.0f // width, height, depth jittering. best left at 1.0
},
{ // 2nd highest detail level
0.575f, // max alpha for this detail level in Glide
0.71f, // max alpha for this detail level in D3d
0.1f, // break alpha (below which, poofs don't draw). this affects the speed and visual quality a lot
300.0f, 300.0f / 1.3333f, // x and y alpha fade/break values. adjust alpha on the polys as they move offscreen
550.0f, // total dimension of player poof cube
150.0f, // inner radius of the player poof cube
250.0f, // outer radius of the player pood cube
125.0f, // radius of the poofs
1.0f, 1.0f, 1.0f // width, height, depth jittering. best left at 1.0
},
{ // higest detail level
0.475f, // max alpha for this detail level in Glide
0.575f, // max alpha for this detail level in D3d
0.05f, // break alpha (below which, poofs don't draw). this affects the speed and visual quality a lot
200.0f, 200.0f / 1.3333f, // x and y alpha fade/break values. adjust alpha on the polys as they move offscreen
750.0f, // total dimension of player poof cube
200.0f, // inner radius of the player poof cube
360.0f, // outer radius of the player pood cube
150.0f, // radius of the poofs
1.0f, 1.0f, 1.0f // width, height, depth jittering. best left at 1.0
},
};
neb2_detail *Nd = &Neb2_detail[MAX_DETAIL_LEVEL - 2];
int Neb2_background_color[3] = {0, 0, 255}; // rgb background color (used for lame rendering)
int Neb2_regen = 0;
// --------------------------------------------------------------------------------------------------------
// NEBULA FORWARD DECLARATIONS
//
// return the alpha the passed poof should be rendered with, for a 2 shell nebula
float neb2_get_alpha_2shell(float inner_radius, float outer_radius, float magic_num, vec3d *v);
// return an alpha value for a bitmap offscreen based upon "break" value
float neb2_get_alpha_offscreen(float sx, float sy, float incoming_alpha);
// do a pre-render of the background nebula
void neb2_pre_render(camid cid);
// fill in the position of the eye for this frame
void neb2_get_eye_pos(vec3d *eye_vector);
// fill in the eye orient for this frame
void neb2_get_eye_orient(matrix *eye_matrix);
// get a (semi) random bitmap to use for a poof
int neb2_get_bitmap();
// regenerate the player nebula
void neb2_regen();
// --------------------------------------------------------------------------------------------------------
// NEBULA FUNCTIONS
//
// initialize neb2 stuff at game startup
void neb2_init()
{
char name[MAX_FILENAME_LEN];
try
{
// read in the nebula.tbl
read_file_text("nebula.tbl", CF_TYPE_TABLES);
reset_parse();
// background bitmaps
Neb2_bitmap_count = 0;
while (!optional_string("#end")) {
// nebula
required_string("+Nebula:");
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
if (Neb2_bitmap_count < MAX_NEB2_BITMAPS) {
strcpy_s(Neb2_bitmap_filenames[Neb2_bitmap_count++], name);
}
else {
WarningEx(LOCATION, "nebula.tbl\nExceeded maximum number of nebulas (%d)!\nSkipping %s.", MAX_NEB2_BITMAPS, name);
}
}
// poofs
Neb2_poof_count = 0;
while (!optional_string("#end")) {
// nebula
required_string("+Poof:");
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
if (Neb2_poof_count < MAX_NEB2_POOFS) {
strcpy_s(Neb2_poof_filenames[Neb2_poof_count++], name);
}
else {
WarningEx(LOCATION, "nebula.tbl\nExceeded maximum number of nebula poofs (%d)!\nSkipping %s.", MAX_NEB2_POOFS, name);
}
}
// should always have 6 neb poofs
Assert(Neb2_poof_count == 6);
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "nebula.tbl", e.what()));
return;
}
}
// set detail level
void neb2_set_detail_level(int level)
{
// sanity
if (level < 0) {
Nd = &Neb2_detail[0];
return;
}
if (level >= MAX_DETAIL_LEVEL) {
Nd = &Neb2_detail[MAX_DETAIL_LEVEL-1];
return;
}
Nd = &Neb2_detail[level];
// regen the player neb
neb2_eye_changed();
}
void neb2_get_fog_color(ubyte *r, ubyte *g, ubyte *b)
{
if (r) *r = Neb2_fog_color_r;
if (g) *g = Neb2_fog_color_g;
if (b) *b = Neb2_fog_color_b;
}
void neb2_level_init()
{
Nebula_sexp_used = false;
}
// initialize nebula stuff - call from game_post_level_init(), so the mission has been loaded
void neb2_post_level_init()
{
int idx;
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// Skip actual rendering if we're in FRED.
if(Fred_running)
{
Neb2_render_mode = NEB2_RENDER_NONE;
return;
}
// if the mission is not a fullneb mission, skip
if ( !((The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used) ) {
Neb2_render_mode = NEB2_RENDER_NONE;
Neb2_awacs = -1.0f;
return;
}
// Set a default colour just in case something goes wrong
Neb2_fog_color_r = 30;
Neb2_fog_color_g = 52;
Neb2_fog_color_b = 157;
// OK, lets try something a bit more interesting
if (strlen(Neb2_texture_name)) {
Neb2_htl_fog_data = new ubyte[768];
if ((Neb2_htl_fog_data != NULL) && (pcx_read_header(Neb2_texture_name, NULL, NULL, NULL, NULL, Neb2_htl_fog_data) == PCX_ERROR_NONE)) {
// based on the palette, get an average color value (this doesn't really account for actual pixel usage though)
ushort r = 0, g = 0, b = 0, pcount = 0;
for (idx = 0; idx < 768; idx += 3) {
if (Neb2_htl_fog_data[idx] || Neb2_htl_fog_data[idx+1] || Neb2_htl_fog_data[idx+2]) {
r = r + Neb2_htl_fog_data[idx];
g = g + Neb2_htl_fog_data[idx+1];
b = b + Neb2_htl_fog_data[idx+2];
pcount++;
}
}
if (pcount > 0) {
Neb2_fog_color_r = (ubyte)(r / pcount);
Neb2_fog_color_g = (ubyte)(g / pcount);
Neb2_fog_color_b = (ubyte)(b / pcount);
} else {
// it's just black
Neb2_fog_color_r = Neb2_fog_color_g = Neb2_fog_color_b = 0;
}
// done, now free up the palette data
if ( Neb2_htl_fog_data != NULL ) {
delete[] Neb2_htl_fog_data;
Neb2_htl_fog_data = NULL;
}
}
}
Neb2_render_mode = NEB2_RENDER_HTL;
// load in all nebula bitmaps
for (idx=0; idx<Neb2_poof_count; idx++) {
if (Neb2_poofs[idx] < 0) {
Neb2_poofs[idx] = bm_load(Neb2_poof_filenames[idx]);
}
}
pneb_tried = 0;
pneb_tossed_alpha = 0;
pneb_tossed_dot = 0;
neb_tried = 0;
neb_tossed_alpha = 0;
neb_tossed_dot = 0;
neb_tossed_count = 0;
// setup proper fogging values
Neb_backg_fog_near = NEB_BACKG_FOG_NEAR_D3D;
Neb_backg_fog_far = NEB_BACKG_FOG_FAR_D3D;
// regen the nebula
neb2_eye_changed();
// if we are going to use fullneb, but aren't fullneb yet, then be sure to reset our mode
if ( !(The_mission.flags[Mission::Mission_Flags::Fullneb]) ) {
Neb2_render_mode = NEB2_RENDER_NONE;
Neb2_awacs = -1.0f;
}
}
// shutdown nebula stuff
void neb2_level_close()
{
int idx;
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// if the mission is not a fullneb mission, skip
if ( !((The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used) ) {
return;
}
// unload all nebula bitmaps
for (idx=0; idx<Neb2_poof_count; idx++) {
if (Neb2_poofs[idx] >= 0) {
bm_release(Neb2_poofs[idx]);
Neb2_poofs[idx] = -1;
}
}
// unflag the mission as being fullneb so stuff doesn't fog in the techdata room :D
The_mission.flags.remove(Mission::Mission_Flags::Fullneb);
if (Neb2_htl_fog_data) {
delete[] Neb2_htl_fog_data;
Neb2_htl_fog_data = NULL;
}
}
// call before beginning all rendering
void neb2_render_setup(camid cid)
{
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// if the mission is not a fullneb mission, skip
if ( !(The_mission.flags[Mission::Mission_Flags::Fullneb]) ) {
return;
}
if (Neb2_render_mode == NEB2_RENDER_HTL) {
// RT The background needs to be the same colour as the fog and this seems
// to be the ideal place to do it
ubyte tr = gr_screen.current_clear_color.red;
ubyte tg = gr_screen.current_clear_color.green;
ubyte tb = gr_screen.current_clear_color.blue;
neb2_get_fog_color(
&gr_screen.current_clear_color.red,
&gr_screen.current_clear_color.green,
&gr_screen.current_clear_color.blue);
gr_clear();
gr_screen.current_clear_color.red = tr;
gr_screen.current_clear_color.green = tg;
gr_screen.current_clear_color.blue = tb;
return;
}
// pre-render the real background nebula
neb2_pre_render(cid);
}
// level paging code
void neb2_page_in()
{
int idx;
// load in all nebula bitmaps
if ( (The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used ) {
for (idx = 0; idx < Neb2_poof_count; idx++) {
if ( (Neb2_poofs[idx] >= 0) && (Neb2_poof_flags & (1<<idx)) ) {
bm_page_in_texture(Neb2_poofs[idx]);
}
}
}
}
// should we not render this object because its obscured by the nebula?
int neb_skip_opt = 0;
DCF(neb_skip, "Toggles culling of objects obscured by nebula")
{
neb_skip_opt = !neb_skip_opt;
if (neb_skip_opt) {
dc_printf("Using neb object skipping!\n");
} else {
dc_printf("Not using neb object skipping!\n");
}
}
int neb2_skip_render(object *objp, float z_depth)
{
float fog_near, fog_far;
// if we're never skipping
if (!neb_skip_opt) {
return 0;
}
// lame rendering
if (Neb2_render_mode == NEB2_RENDER_LAME) {
return 0;
}
// get near and far fog values based upon object type and rendering mode
neb2_get_adjusted_fog_values(&fog_near, &fog_far, objp);
// by object type
switch( objp->type ) {
// some objects we always render
case OBJ_SHOCKWAVE:
case OBJ_JUMP_NODE:
case OBJ_NONE:
case OBJ_GHOST:
case OBJ_BEAM:
case OBJ_WAYPOINT:
return 0;
// any weapon over 500 meters away
// Use the "far" distance multiplier here
case OBJ_WEAPON:
if (z_depth >= 500.0f * Neb2_fog_far_mult) {
return 1;
}
break;
// any small ship over the fog limit, or any cruiser 50% further than the fog limit
case OBJ_SHIP:
ship_info *sip;
if ( (objp->instance >= 0) && (Ships[objp->instance].ship_info_index >= 0) ) {
sip = &Ship_info[Ships[objp->instance].ship_info_index];
} else {
return 0;
}
// small ships over the fog limit by a small factor
if ( (sip->is_small_ship()) && (z_depth >= (fog_far * 1.5f)) ) {
return 1;
}
// big ships
if ( (sip->is_big_ship()) && (z_depth >= (fog_far * 2.0f)) ) {
return 1;
}
// huge ships
if ( (sip->is_huge_ship()) && (z_depth >= (fog_far * 3.0f)) ) {
return 1;
}
break;
// any fireball over the fog limit for small ships
case OBJ_FIREBALL:
return 0;
break;
// any debris over the fog limit for small ships
case OBJ_DEBRIS:
return 0;
break;
// any asteroids 50% farther than the fog limit for small ships
case OBJ_ASTEROID:
if (z_depth >= (fog_far * 1.5f)) {
return 1;
}
break;
// hmmm. unknown object type - should probably let it through
default:
Int3();
return 0;
}
return 0;
}
// extend LOD
float neb2_get_lod_scale(int objnum)
{
ship *shipp;
ship_info *sip;
// bogus
if ( (objnum < 0)
|| (objnum >= MAX_OBJECTS)
|| (Objects[objnum].type != OBJ_SHIP)
|| (Objects[objnum].instance < 0)
|| (Objects[objnum].instance >= MAX_SHIPS)) {
return 1.0f;
}
shipp = &Ships[Objects[objnum].instance];
sip = &Ship_info[shipp->ship_info_index];
// small ship?
if (sip->is_small_ship()) {
return 1.8f;
} else if (sip->is_big_ship()) {
return 1.4f;
}
// hmm
return 1.0f;
}
// --------------------------------------------------------------------------------------------------------
// NEBULA FORWARD DEFINITIONS
//
// return the alpha the passed poof should be rendered with, for a 2 shell nebula
float neb2_get_alpha_2shell(float inner_radius, float outer_radius, float magic_num, vec3d *v)
{
float dist;
float alpha;
vec3d eye_pos;
// get the eye position
neb2_get_eye_pos(&eye_pos);
// determine what alpha to draw this bitmap with
// higher alpha the closer the bitmap gets to the eye
dist = vm_vec_dist_quick(&eye_pos, v);
// if the point is inside the inner radius, alpha is based on distance to the player's eye,
// becoming more transparent as it gets close
if (dist <= inner_radius) {
// alpha per meter between the magic # and the inner radius
alpha = Nd->max_alpha_glide / (inner_radius - magic_num);
// above value times the # of meters away we are
alpha *= (dist - magic_num);
return alpha < 0.0f ? 0.0f : alpha;
}
// if the point is outside the inner radius, it starts out as completely transparent at max
// outer radius, and becomes more opaque as it moves towards inner radius
else if (dist <= outer_radius) {
// alpha per meter between the outer radius and the inner radius
alpha = Nd->max_alpha_glide / (outer_radius - inner_radius);
// above value times the range between the outer radius and the poof
return alpha < 0.0f ? 0.0f : alpha * (outer_radius - dist);
}
// otherwise transparent
return 0.0f;
}
// return an alpha value for a bitmap offscreen based upon "break" value
float neb2_get_alpha_offscreen(float sx, float sy, float incoming_alpha)
{
float alpha = 0.0f;
float per_pixel_x = incoming_alpha / (float)Nd->break_x;
float per_pixel_y = incoming_alpha / (float)Nd->break_y;
int off_x = ((sx < 0.0f) || (sx > (float)gr_screen.max_w));
int off_y = ((sy < 0.0f) || (sy > (float)gr_screen.max_h));
float off_x_amount = 0.0f;
float off_y_amount = 0.0f;
// determine how many pixels outside we are
if (off_x) {
if (sx < 0.0f) {
off_x_amount = fl_abs(sx);
} else {
off_x_amount = sx - (float)gr_screen.max_w;
}
}
if (off_y) {
if (sy < 0.0f) {
off_y_amount = fl_abs(sy);
} else {
off_y_amount = sy - (float)gr_screen.max_h;
}
}
// if offscreen X
if (off_x) {
// offscreen X and Y - and Y is greater
if (off_y && (off_y_amount > off_x_amount)) {
alpha = incoming_alpha - (off_y_amount * per_pixel_y);
} else {
alpha = incoming_alpha - (off_x_amount * per_pixel_x);
}
}
// offscreen y
else if (off_y) {
alpha = incoming_alpha - (off_y_amount * per_pixel_y);
}
// should never get here
else {
Int3();
}
return alpha < 0.0f ? 0.0f : alpha;
}
// -------------------------------------------------------------------------------------------------
// WACKY LOCAL PLAYER NEBULA STUFF
//
vec3d cube_cen;
int crossed_border()
{
vec3d eye_pos;
float ws = Nd->cube_dim / (float)Neb2_slices;
float hs = Nd->cube_dim / (float)Neb2_slices;
float ds = Nd->cube_dim / (float)Neb2_slices;
// get the eye position
neb2_get_eye_pos(&eye_pos);
// check left, right (0, and 1, x and -x)
if (cube_cen.xyz.x - eye_pos.xyz.x > ws) {
return 0;
} else if (eye_pos.xyz.x - cube_cen.xyz.x > ws) {
return 1;
}
// check up, down (2, and 3, y and -y)
if (cube_cen.xyz.y - eye_pos.xyz.y > hs) {
return 2;
} else if (eye_pos.xyz.y - cube_cen.xyz.y > hs) {
return 3;
}
// check front, back (4, and 5, z and -z)
if (cube_cen.xyz.z - eye_pos.xyz.z > ds) {
return 4;
} else if (eye_pos.xyz.z - cube_cen.xyz.z > ds) {
return 5;
}
// nothing
return -1;
}
void neb2_copy(int xyz, int src, int dest)
{
int idx1, idx2;
switch(xyz) {
case 0:
for (idx1=0; idx1<Neb2_slices; idx1++) {
for(idx2=0; idx2<Neb2_slices; idx2++) {
Neb2_cubes[dest][idx1][idx2] = Neb2_cubes[src][idx1][idx2];
}
}
break;
case 1:
for (idx1=0; idx1<Neb2_slices; idx1++) {
for (idx2=0; idx2<Neb2_slices; idx2++) {
Neb2_cubes[idx1][dest][idx2] = Neb2_cubes[idx1][src][idx2];
}
}
break;
case 2:
for (idx1=0; idx1<Neb2_slices; idx1++) {
for (idx2=0; idx2<Neb2_slices; idx2++) {
Neb2_cubes[idx1][idx2][dest] = Neb2_cubes[idx1][idx2][src];
}
}
break;
default:
Int3();
break;
}
}
void neb2_gen_slice(int xyz, int src, vec3d *cube_center)
{
int idx1, idx2;
float h_incw, h_inch, h_incd;
float ws, hs, ds;
vec3d cube_corner;
vec3d *v;
ws = Nd->cube_dim / (float)Neb2_slices;
h_incw = ws / 2.0f;
hs = Nd->cube_dim / (float)Neb2_slices;
h_inch = hs / 2.0f;
ds = Nd->cube_dim / (float)Neb2_slices;
h_incd = ds / 2.0f;
cube_corner = *cube_center;
cube_corner.xyz.x -= (Nd->cube_dim / 2.0f);
cube_corner.xyz.y -= (Nd->cube_dim / 2.0f);
cube_corner.xyz.z -= (Nd->cube_dim / 2.0f);
switch(xyz) {
case 0:
for (idx1=0; idx1<Neb2_slices; idx1++) {
for (idx2=0; idx2<Neb2_slices; idx2++) {
v = &Neb2_cubes[src][idx1][idx2].pt;
v->xyz.x = h_incw + (ws * (float)src) + frand_range(-Nd->wj, Nd->wj);
v->xyz.y = h_inch + (hs * (float)idx1) + frand_range(-Nd->hj, Nd->hj);
v->xyz.z = h_incd + (ds * (float)idx2) + frand_range(-Nd->dj, Nd->dj);
vm_vec_add2(v, &cube_corner);
// set the bitmap
Neb2_cubes[src][idx1][idx2].bmap = neb2_get_bitmap();
// set the rotation speed
Neb2_cubes[src][idx1][idx2].rot = 0.0f;
Neb2_cubes[src][idx1][idx2].rot_speed = frand_range(-max_rotation, max_rotation);
Neb2_cubes[src][idx1][idx2].flash = 0.0f;
}
}
break;
case 1:
for (idx1=0; idx1<Neb2_slices; idx1++) {
for (idx2=0; idx2<Neb2_slices; idx2++) {
v = &Neb2_cubes[idx1][src][idx2].pt;
v->xyz.x = h_incw + (ws * (float)idx1) + frand_range(-Nd->wj, Nd->wj);
v->xyz.y = h_inch + (hs * (float)src) + frand_range(-Nd->hj, Nd->hj);
v->xyz.z = h_incd + (ds * (float)idx2) + frand_range(-Nd->dj, Nd->dj);
vm_vec_add2(v, &cube_corner);
// set the bitmap
Neb2_cubes[idx1][src][idx2].bmap = neb2_get_bitmap();
// set the rotation speed
Neb2_cubes[idx1][src][idx2].rot = 0.0f;
Neb2_cubes[idx1][src][idx2].rot_speed = frand_range(-max_rotation, max_rotation);
Neb2_cubes[src][idx1][idx2].flash = 0.0f;
}
}
break;
case 2:
for (idx1=0; idx1<Neb2_slices; idx1++) {
for (idx2=0; idx2<Neb2_slices; idx2++) {
v = &Neb2_cubes[idx1][idx2][src].pt;
v->xyz.x = h_incw + (ws * (float)idx1) + frand_range(-Nd->wj, Nd->wj);
v->xyz.y = h_inch + (hs * (float)idx2) + frand_range(-Nd->hj, Nd->hj);
v->xyz.z = h_incd + (ds * (float)src) + frand_range(-Nd->dj, Nd->dj);
vm_vec_add2(v, &cube_corner);
// set the bitmap
Neb2_cubes[idx1][idx2][src].bmap = neb2_get_bitmap();
// set the rotation speed
Neb2_cubes[idx1][idx2][src].rot = 0.0f;
Neb2_cubes[idx1][idx2][src].rot_speed = frand_range(-max_rotation, max_rotation);
Neb2_cubes[src][idx1][idx2].flash = 0.0f;
}
}
break;
default:
Int3();
break;
}
}
// regenerate the player nebula
void neb2_regen()
{
int idx;
vec3d eye_pos;
matrix eye_orient;
mprintf(("Regenerating local nebula!\n"));
// get eye position and orientation
neb2_get_eye_pos(&eye_pos);
neb2_get_eye_orient(&eye_orient);
// determine the corner of the cube
cube_cen = eye_pos;
// generate slices of the cube
for (idx=0; idx<Neb2_slices; idx++) {
neb2_gen_slice(0, idx, &cube_cen);
}
}
/*
* TODO: remove this
float max_area = 100000000.0f;
DCF(max_area, "")
{
dc_stuff_float(&max_area);
}
*/
float g3_draw_rotated_bitmap_area(vertex *pnt, float angle, float rad, uint tmap_flags, float area);
int neb_mode = 1;
int frames_total = 0;
int frame_count = 0;
float frame_avg;
void neb2_render_player()
{
vertex p, ptemp;
int idx1, idx2, idx3;
float alpha;
int frame_rendered;
vec3d eye_pos;
matrix eye_orient;
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// if the mission is not a fullneb mission, skip
if (!(The_mission.flags[Mission::Mission_Flags::Fullneb])) {
return;
}
if (Neb2_regen) {
neb2_regen();
Neb2_regen = 0;
}
// don't render in lame mode
if ((Neb2_render_mode == NEB2_RENDER_LAME) || (Neb2_render_mode == NEB2_RENDER_NONE)) {
return;
}
memset(&p, 0, sizeof(p));
// get eye position and orientation
neb2_get_eye_pos(&eye_pos);
neb2_get_eye_orient(&eye_orient);
// maybe swap stuff around if the player crossed a "border"
for (idx2=0; idx2<3; idx2++) {
switch(crossed_border()) {
case -1:
break;
case 0 :
cube_cen.xyz.x -= Nd->cube_dim / (float)Neb2_slices;
for (idx1=Neb2_slices-1; idx1>0; idx1--) {
neb2_copy(0, idx1-1, idx1);
}
neb2_gen_slice(0, 0, &cube_cen);
break;
case 1 :
cube_cen.xyz.x += Nd->cube_dim / (float)Neb2_slices;
for (idx1=0; idx1<Neb2_slices-1; idx1++) {
neb2_copy(0, idx1+1, idx1);
}
neb2_gen_slice(0, Neb2_slices - 1, &cube_cen);
break;
case 2 :
cube_cen.xyz.y -= Nd->cube_dim / (float)Neb2_slices;
for (idx1=Neb2_slices-1; idx1>0; idx1--) {
neb2_copy(1, idx1-1, idx1);
}
neb2_gen_slice(1, 0, &cube_cen);
break;
case 3 :
cube_cen.xyz.y += Nd->cube_dim / (float)Neb2_slices;
for (idx1=0; idx1<Neb2_slices-1; idx1++) {
neb2_copy(1, idx1+1, idx1);
}
neb2_gen_slice(1, Neb2_slices - 1, &cube_cen);
break;
case 4 :
cube_cen.xyz.z -= Nd->cube_dim / (float)Neb2_slices;
for (idx1=Neb2_slices-1; idx1>0; idx1--) {
neb2_copy(2, idx1-1, idx1);
}
neb2_gen_slice(2, 0, &cube_cen);
break;
case 5 :
cube_cen.xyz.z += Nd->cube_dim / (float)Neb2_slices;
for (idx1=0; idx1<Neb2_slices-1; idx1++) {
neb2_copy(2, idx1+1, idx1);
}
neb2_gen_slice(2, Neb2_slices - 1, &cube_cen);
break;
}
}
// if we've switched nebula rendering off
if (Neb2_render_mode == NEB2_RENDER_NONE) {
return;
}
frame_rendered = 0;
// render the nebula
for (idx1=0; idx1<Neb2_slices; idx1++) {
for (idx2=0; idx2<Neb2_slices; idx2++) {
for (idx3=0; idx3<Neb2_slices; idx3++) {
// Miss this one out if the id is -1
if (Neb2_cubes[idx1][idx2][idx3].bmap == -1) {
continue;
}
pneb_tried++;
// rotate the poof
Neb2_cubes[idx1][idx2][idx3].rot += (Neb2_cubes[idx1][idx2][idx3].rot_speed * flFrametime);
if (Neb2_cubes[idx1][idx2][idx3].rot >= 360.0f) {
Neb2_cubes[idx1][idx2][idx3].rot = 0.0f;
}
// optimization 1 - don't draw backfacing poly's
// useless
if (vm_vec_dot_to_point(&eye_orient.vec.fvec, &eye_pos, &Neb2_cubes[idx1][idx2][idx3].pt) <= 0.0f) {
pneb_tossed_dot++;
continue;
}
// rotate and project the vertex into viewspace
g3_rotate_vertex(&p, &Neb2_cubes[idx1][idx2][idx3].pt);
ptemp = p;
g3_project_vertex(&ptemp);
// get the proper alpha value
alpha = neb2_get_alpha_2shell(Nd->cube_inner, Nd->cube_outer, Nd->prad/4.0f, &Neb2_cubes[idx1][idx2][idx3].pt);
// optimization 2 - don't draw 0.0f or less poly's
// this amounts to big savings
if (alpha <= Nd->break_alpha) {
pneb_tossed_alpha++;
continue;
}
// drop poly's which are offscreen at all
// if the poly's are offscreen
if ( (ptemp.screen.xyw.x < 0.0f)
|| (ptemp.screen.xyw.x > (float)gr_screen.max_w)
|| (ptemp.screen.xyw.y < 0.0f)
|| (ptemp.screen.xyw.y > (float)gr_screen.max_h) )
{
alpha = neb2_get_alpha_offscreen(
ptemp.screen.xyw.x,
ptemp.screen.xyw.y,
alpha);
}
// optimization 2 - don't draw 0.0f or less poly's
// this amounts to big savings
if (alpha <= Nd->break_alpha) {
pneb_tossed_alpha++;
continue;
}
// set the bitmap and render
gr_set_bitmap(Neb2_cubes[idx1][idx2][idx3].bmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, (alpha + Neb2_cubes[idx1][idx2][idx3].flash));
gr_set_lighting(false, false);
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
g3_draw_rotated_bitmap(&p, fl_radians(Neb2_cubes[idx1][idx2][idx3].rot), Nd->prad, TMAP_FLAG_TEXTURED);
}
}
}
frames_total += frame_rendered;
frame_count++;
frame_avg = (float)frames_total / (float)frame_count;
// gr_set_color_fast(&Color_bright_red);
// gr_printf(30, 100, "Area %.3f", total_area);
#ifdef NEB2_THUMBNAIL
extern int tbmap;
if (tbmap != -1) {
gr_set_bitmap(tbmap);
gr_bitmap(0, 0);
}
#endif
}
// call this when the player's viewpoint has changed, this will cause the code to properly reset
// the eye's local poofs
void neb2_eye_changed()
{
Neb2_regen = 1;
}
/*
//Object types
#define OBJ_NONE 0 //unused object
#define OBJ_SHIP 1 //a ship
#define OBJ_WEAPON 2 //a laser, missile, etc
#define OBJ_FIREBALL 3 //an explosion
#define OBJ_START 4 //a starting point marker (player start, etc)
#define OBJ_WAYPOINT 5 //a waypoint object, maybe only ever used by Fred
#define OBJ_DEBRIS 6 //a flying piece of ship debris
#define OBJ_CMEASURE 7 //a countermeasure, such as chaff
#define OBJ_GHOST 8 //so far, just a placeholder for when a player dies.
#define OBJ_POINT 9 //generic object type to display a point in Fred.
#define OBJ_SHOCKWAVE 10 // a shockwave
#define OBJ_WING 11 // not really a type used anywhere, but I need it for Fred.
#define OBJ_OBSERVER 12 // used for multiplayer observers (possibly single player later)
#define OBJ_ASTEROID 13 // An asteroid, you know, a big rock, like debris, sort of.
#define OBJ_JUMP_NODE 14 // A jump node object, used only in Fred.
#define OBJ_BEAM 15 // beam weapons. we have to roll them into the object system to get the benefits of the collision pairs
*/
// get near and far fog values based upon object type and rendering mode
void neb2_get_fog_values(float *fnear, float *ffar, object *objp)
{
int type_index = -1;
// default values in case something truly nasty happens
*fnear = 10.0f;
*ffar = 1000.0f;
if (objp == NULL) {
return;
}
//Otherwise, use defaults
*fnear = Default_fog_near;
*ffar = Default_fog_far;
// determine what fog index to use
if(objp->type == OBJ_SHIP) {
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
if((objp->instance >= 0) && (objp->instance < MAX_SHIPS)) {
type_index = ship_query_general_type(objp->instance);
if(type_index > 0) {
*fnear = Ship_types[type_index].fog_start_dist;
*ffar = Ship_types[type_index].fog_complete_dist;
}
}
} else if (objp->type == OBJ_FIREBALL) { //mostly here for the warp effect
*fnear = objp->radius*2;
*ffar = (objp->radius*objp->radius*200)+objp->radius*200;
return;
}
}
// This version of the function allows for global adjustment to fog values
void neb2_get_adjusted_fog_values(float *fnear, float *ffar, object *objp)
{
neb2_get_fog_values(fnear, ffar, objp);
// Multiply fog distances by mission multipliers
*fnear *= Neb2_fog_near_mult;
*ffar *= Neb2_fog_far_mult;
// Avoide divide-by-zero
if ((*fnear - *ffar) == 0)
*ffar = *fnear + 1.0f;
}
float nNf_near, nNf_far;
// given a position in space, return a value from 0.0 to 1.0 representing the fog level
float neb2_get_fog_intensity(object *obj)
{
float pct;
// get near and far fog values based upon object type and rendering mode
neb2_get_adjusted_fog_values(&nNf_near, &nNf_far, obj);
// get the fog pct
pct = vm_vec_dist_quick(&Eye_position, &obj->pos) / (nNf_far - nNf_near);
CLAMP(pct, 0.0f, 1.0f);
return pct;
}
//this only gets called after the one above has been called as it assumes you have set the near and far planes properly
//doun't use this outside of ship rendering
float neb2_get_fog_intensity(vec3d *pos)
{
float pct;
// get the fog pct
pct = vm_vec_dist_quick(&Eye_position, pos) / ((nNf_far*2) - nNf_near);
CLAMP(pct, 0.0f, 1.0f);
return pct;
}
// fogging stuff --------------------------------------------------------------------
// do a pre-render of the background nebula
#define ESIZE 32
ubyte tpixels[ESIZE * ESIZE * 4]; // for 32 bits
int last_esize = -1;
int this_esize = ESIZE;
float ex_scale, ey_scale;
int tbmap = -1;
// UnknownPlayer : Contained herein, the origins of the nebula rendering bug!
// I am really not entirely sure what this code achieves, but the old
// D3D calls were the cause of the nebula bug - they have been commented out.
// If you want to save some rendering time, I would suggest maybe kill this off.
// It doesn't use much, but it APPEARS to be fairly useless unless someone wants
// to enlighten me.
//
void neb2_pre_render(camid cid)
{
// if the mission is not a fullneb mission, skip
if (!(The_mission.flags[Mission::Mission_Flags::Fullneb])) {
return;
}
// bail early in lame and poly modes
if (Neb2_render_mode != NEB2_RENDER_POF) {
return;
}
// set the view clip
gr_screen.clip_width = this_esize;
gr_screen.clip_height = this_esize;
g3_start_frame(1); // Turn on zbuffering
g3_set_view(cid.getCamera());
gr_set_clip(0, 0, this_esize, this_esize);
// render the background properly
// hack - turn off nebula stuff
int neb_save = Neb2_render_mode;
Neb2_render_mode = NEB2_RENDER_NONE;
// draw background stuff nebula
stars_draw_background();
Neb2_render_mode = neb_save;
// grab the region
gr_get_region(0, this_esize, this_esize, (ubyte*)tpixels);
#ifdef NEB2_THUMBNAIL
if (tbmap == -1) {
tbmap = bm_create(16, this_esize, this_esize, tpixels, 0);
bm_lock(tbmap, 16, 0);
bm_unlock(tbmap);
}
#endif
// maybe do some swizzling
// end the frame
g3_end_frame();
gr_clear();
// if the size has changed between frames, make a new bitmap
if (this_esize != last_esize) {
last_esize = this_esize;
// recalculate ex_scale and ey_scale values for looking up color values
ex_scale = (float)this_esize / (float)gr_screen.max_w;
ey_scale = (float)this_esize / (float)gr_screen.max_h;
}
}
// wacky scheme for smoothing colors
int wacky_scheme = 3;
// get the color of the pixel in the small pre-rendered background nebula
#define PIXEL_INDEX_SMALL(xv, yv) ( (this_esize * (yv) * gr_screen.bytes_per_pixel) + ((xv) * gr_screen.bytes_per_pixel) )
void neb2_get_pixel(int x, int y, int *r, int *g, int *b)
{
// we shouldn't ever be here if in htl rendering mode
Assert( Neb2_render_mode != NEB2_RENDER_HTL );
int ra, ga, ba;
ubyte rv, gv, bv;
ubyte avg_count;
int xs, ys;
// if we're in lame rendering mode, return a constant value
if (Neb2_render_mode == NEB2_RENDER_LAME) {
*r = Neb2_background_color[0];
*g = Neb2_background_color[1];
*b = Neb2_background_color[2];
return;
}
// get the proper pixel index to be looking up
rv = gv = bv = 0;
// select screen format
BM_SELECT_SCREEN_FORMAT();
// pixel plus all immediate neighbors (on the small screen - should be more effective than 2 or 1)
xs = (int)(ex_scale * x);
ys = (int)(ey_scale * y);
// sometimes goes over by 1 in direct3d
if (ys >= (this_esize - 1)) {
ys--;
}
avg_count = 0;
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs, ys)], &rv, &gv, &bv, NULL);
ra = rv;
ga = gv;
ba = bv;
avg_count++;
if (xs > 0) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs - 1, ys)], &rv, &gv, &bv, NULL); // left
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if (xs < this_esize - 1) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs + 1, ys)], &rv, &gv, &bv, NULL); // right
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if (ys > 0) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs, ys - 1)], &rv, &gv, &bv, NULL); // top
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if (ys < this_esize - 2) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs, ys + 1)], &rv, &gv, &bv, NULL); // bottom
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if ( (xs > 0) && (ys > 0) ) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs - 1, ys - 1)], &rv, &gv, &bv, NULL); // upper left
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if ( (xs < this_esize - 1) && (ys < this_esize - 1) ) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs + 1, ys + 1)], &rv, &gv, &bv, NULL); // lower right
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if ( (ys > 0) && (xs < this_esize - 1) ) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs + 1, ys - 1)], &rv, &gv, &bv, NULL); // lower left
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
if ( (ys < this_esize - 1) && (xs > 0) ) {
bm_get_components(&tpixels[PIXEL_INDEX_SMALL(xs - 1, ys + 1)], &rv, &gv, &bv, NULL); // upper right
ra += rv;
ba += bv;
ga += gv;
avg_count++;
}
rv = (ubyte)(ra / (int)avg_count);
gv = (ubyte)(ga / (int)avg_count);
bv = (ubyte)(ba / (int)avg_count);
// return values
*r = (int)rv;
*g = (int)gv;
*b = (int)bv;
}
// get the color to fog the background color to
void neb2_get_backg_color(int *r, int *g, int *b)
{
*r = Neb2_background_color[0];
*g = Neb2_background_color[1];
*b = Neb2_background_color[2];
}
// set the background color
void neb2_set_backg_color(int r, int g, int b)
{
Neb2_background_color[0] = r;
Neb2_background_color[1] = g;
Neb2_background_color[2] = b;
}
// fill in the position of the eye for this frame
void neb2_get_eye_pos(vec3d *eye_vector)
{
*eye_vector = Eye_position;
}
// fill in the eye orient for this frame
void neb2_get_eye_orient(matrix *eye_matrix)
{
*eye_matrix = Eye_matrix;
}
// get a (semi) random bitmap to use for a poof
int neb2_get_bitmap()
{
int count = 0;
int huh;
static int neb2_choose = 0;
// get a random count
count = (int)frand_range(1.0f, 5.0f);
// very ad-hoc
while(count > 0) {
// don't cycle too many times
huh = 0;
do {
if(neb2_choose == MAX_NEB2_POOFS - 1){
neb2_choose = 0;
} else {
neb2_choose++;
}
huh++;
}
while(!(Neb2_poof_flags & (1<<neb2_choose)) && (huh < 10));
count--;
}
// bitmap 0
if (Neb2_poofs[neb2_choose] < 0) {
return Neb2_poofs[0];
}
return Neb2_poofs[neb2_choose];
}
// nebula DCF functions ------------------------------------------------------
// TODO: With the new debug parser in place, most of these sub-commands can now be handled by neb2. This should clear up the DCF list a bit
DCF(neb2, "list nebula console commands")
{
// dc_printf("neb2_fog <X> <float> <float> : set near and far fog planes for ship type X\n");
// dc_printf("where X is an integer from 1 - 11\n");
// dc_printf("1 = cargo containers, 2 = fighters/bombers, 3 = cruisers\n");
// dc_printf("4 = freighters, 5 = capital ships, 6 = transports, 7 = support ships\n");
// dc_printf("8 = navbuoys, 9 = sentryguns, 10 = escape pods, 11 = background nebula polygons\n\n");
dc_printf("neb2_max_alpha : max alpha value (0.0 to 1.0) for cloud poofs. 0.0 is completely transparent\n");
dc_printf("neb2_break_alpha : alpha value (0.0 to 1.0) at which faded polygons are not drawn. higher values generally equals higher framerate, with more visual cloud popping\n");
dc_printf("neb2_break_off : how many pixels offscreen (left, right, top, bottom) when a cloud poof becomes fully transparent. Lower values cause quicker fading\n");
dc_printf("neb2_smooth : magic fog smoothing modes (0 - 3)\n");
dc_printf("neb2_select : <int> <int> where the first # is the bitmap to be adjusting (0 through 5), and the second int is a 0 or 1, to turn off and on\n");
dc_printf("neb2_rot : set max rotation speed for poofs\n");
dc_printf("neb2_prad : set cloud poof radius\n");
dc_printf("neb2_cdim : poof cube dimension\n");
dc_printf("neb2_cinner : poof cube inner dimension\n");
dc_printf("neb2_couter : poof cube outer dimension\n");
dc_printf("neb2_jitter : poof jitter\n");
dc_printf("neb2_mode : switch between no nebula, polygon background, pof background, lame, or HTL rendering (0, 1, 2, 3 and 4 respectively)\n\n");
dc_printf("neb2_ff : flash fade/sec\n");
dc_printf("neb2_background : rgb background color\n");
dc_printf("neb2_fog_color : rgb fog color\n");
// dc_printf("neb2_fog_vals : display all the current settings for all above values\n");
}
DCF(neb2_prad, "set cloud poof radius")
{
dc_stuff_float(&Nd->prad);
}
DCF(neb2_cdim, "poof cube dimension")
{
dc_stuff_float(&Nd->cube_dim);
}
DCF(neb2_cinner, "poof cube inner dimension")
{
dc_stuff_float(&Nd->cube_inner);
}
DCF(neb2_couter, "poof cube outer dimension")
{
dc_stuff_float(&Nd->cube_outer);
}
DCF(neb2_jitter, "poof jitter")
{
float value;
dc_stuff_float(&value);
Nd->hj = Nd->dj = Nd->wj = value;
}
DCF(neb2_max_alpha, "max alpha value (0.0 to 1.0) for cloud poofs.")
{
dc_stuff_float(&Nd->max_alpha_glide);
}
DCF(neb2_break_alpha, "alpha value (0.0 to 1.0) at which faded polygons are not drawn.")
{
dc_stuff_float(&Nd->break_alpha);
}
DCF(neb2_break_off, "how many pixels offscreen (left, right, top, bottom) when a cloud poof becomes fully transparent.")
{
int value;
dc_stuff_int(&value);
Nd->break_y = (float)value;
Nd->break_x = Nd->break_y * gr_screen.aspect;
}
DCF(neb2_smooth, "magic fog smoothing modes (0 - 3)")
{
int index;
dc_stuff_int(&index);
if ( (index >= 0) && (index <= 3) ) {
wacky_scheme = index;
} else {
dc_printf("Invalid smooth mode %i", index);
}
}
DCF(neb2_select, "Enables/disables a poof bitmap")
{
int bmap;
bool val_b;
dc_stuff_int(&bmap);
if ( (bmap >= 0) && (bmap < Neb2_poof_count) ) {
dc_stuff_boolean(&val_b);
val_b ? (Neb2_poof_flags |= (1<<bmap)) : (Neb2_poof_flags &= ~(1<<bmap));
}
}
DCF(neb2_rot, "set max rotation speed for poofs")
{
dc_stuff_float(&max_rotation);
}
DCF(neb2_ff, "flash fade/sec")
{
dc_stuff_float(&neb2_flash_fade);
}
DCF(neb2_mode, "Switches nebula render modes")
{
int mode;
dc_stuff_int(&mode);
switch (mode) {
case NEB2_RENDER_NONE:
Neb2_render_mode = NEB2_RENDER_NONE;
break;
case NEB2_RENDER_POLY:
Neb2_render_mode = NEB2_RENDER_POLY;
break;
case NEB2_RENDER_POF:
Neb2_render_mode = NEB2_RENDER_POF;
stars_set_background_model(BACKGROUND_MODEL_FILENAME, "Eraseme3");
stars_set_background_orientation();
break;
case NEB2_RENDER_LAME:
Neb2_render_mode = NEB2_RENDER_LAME;
break;
case NEB2_RENDER_HTL:
Neb2_render_mode = NEB2_RENDER_HTL;
break;
}
}
DCF(neb2_slices, "Sets how many 'slices' are used in the nebula")
{
dc_stuff_int(&Neb2_slices);
neb2_eye_changed();
}
DCF(neb2_background, "Sets the RGB background color (lame rendering)")
{
int r, g, b;
dc_stuff_int(&r);
dc_stuff_int(&g);
dc_stuff_int(&b);
Neb2_background_color[0] = r;
Neb2_background_color[1] = g;
Neb2_background_color[2] = b;
}
DCF(neb2_fog_color, "Sets the RGB fog color (HTL)")
{
ubyte r, g, b;
dc_stuff_ubyte(&r);
dc_stuff_ubyte(&g);
dc_stuff_ubyte(&b);
Neb2_fog_color_r = r;
Neb2_fog_color_g = g;
Neb2_fog_color_b = b;
}