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fs2open.github.com/code/model/modelinterp.cpp
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/*
* 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.
*
*/
#define MODEL_LIB
#include "model/model.h"
#include "model/modelsinc.h"
#include "graphics/2d.h"
#include "render/3dinternal.h"
#include "math/fvi.h"
#include "lighting/lighting.h"
#include "bmpman/bmpman.h"
#include "io/key.h"
#include "io/timer.h"
#include "mission/missionparse.h"
#include "nebula/neb.h"
#include "math/staticrand.h"
#include "particle/particle.h"
#include "ship/ship.h"
#include "cmdline/cmdline.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "weapon/shockwave.h"
#include "parse/parselo.h"
#include "graphics/gropengllight.h"
#include "ship/shipfx.h"
#include <limits.h>
float model_radius = 0;
// 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
extern fix game_get_overall_frametime(); // for texture animation
typedef struct model_light {
ubyte r, g, b;
ubyte spec_r, spec_g, spec_b;
} model_light;
// a lighting object
typedef struct model_light_object {
model_light *lights;
int objnum;
int skip;
int skip_max;
} model_light_object;
// -----------------------
// Local variables
//
static int Num_interp_verts_allocated = 0;
vec3d **Interp_verts = NULL;
static vertex *Interp_points = NULL;
static vertex *Interp_splode_points = NULL;
vec3d *Interp_splode_verts = NULL;
static int Interp_num_verts = 0;
static vertex **Interp_list = NULL;
static int Num_interp_list_verts_allocated = 0;
static float Interp_box_scale = 1.0f;
static vec3d Interp_render_box_min = ZERO_VECTOR;
static vec3d Interp_render_box_max = ZERO_VECTOR;
// -------------------------------------------------------------------
// lighting save stuff
//
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 int Num_interp_norms_allocated = 0;
static vec3d **Interp_norms = NULL;
static ubyte *Interp_light_applied = NULL;
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_locked = 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 float Interp_thrust_scale_x = 0.0f;//added -bobboau
static float Interp_thrust_scale_y = 0.0f;//added -bobboau
static int Interp_thrust_bitmap = -1;
static int Interp_thrust_glow_bitmap = -1;
static float Interp_thrust_glow_noise = 1.0f;
static bool Interp_afterburner = false;
// Bobboau's thruster stuff
static int Interp_secondary_thrust_glow_bitmap = -1;
static int Interp_tertiary_thrust_glow_bitmap = -1;
static int Interp_distortion_thrust_bitmap = -1;
static float Interp_thrust_glow_rad_factor = 1.0f;
static float Interp_secondary_thrust_glow_rad_factor = 1.0f;
static float Interp_tertiary_thrust_glow_rad_factor = 1.0f;
static float Interp_distortion_thrust_rad_factor = 1.0f;
static float Interp_distortion_thrust_length_factor = 1.0f;
static float Interp_thrust_glow_len_factor = 1.0f;
static vec3d Interp_thrust_rotvel = ZERO_VECTOR;
static bool Interp_draw_distortion = true;
// Bobboau's warp stuff
static float Interp_warp_scale_x = 1.0f;
static float Interp_warp_scale_y = 1.0f;
static float Interp_warp_scale_z = 1.0f;
static int Interp_warp_bitmap = -1;
static float Interp_warp_alpha = -1.0f;
static int Interp_objnum = -1;
// if != -1, use this bitmap when rendering ship insignias
static int Interp_insignia_bitmap = -1;
// replacement - Goober5000
// updated - WMC
static int *Interp_new_replacement_textures = NULL;
static fix Interp_base_frametime = 0;
// 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;
int Interp_multitex_cloakmap = -1;
int Interp_cloakmap_alpha = 255;
// our current level of detail (LOD)
int Interp_detail_level = 0;
static int FULLCLOAK = -1;
// forward references
int model_interp_sub(void *model_ptr, polymodel * pm, bsp_info *sm, int do_box_check);
void model_really_render(int model_num, matrix *orient, vec3d * pos, uint flags, int objnum = -1);
void model_interp_sortnorm_b2f(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check);
void model_interp_sortnorm_f2b(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check);
void (*model_interp_sortnorm)(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check) = model_interp_sortnorm_b2f;
int model_should_render_engine_glow(int objnum, int bank_obj);
void model_render_buffers(polymodel *pm, int mn, bool is_child = false);
void model_render_children_buffers(polymodel * pm, int mn, int detail_level);
int model_interp_get_texture(texture_info *tinfo, fix base_frametime);
//Valathil - Transparent object buffer
SCP_vector<transparent_submodel> transparent_submodels;
void model_deallocate_interp_data()
{
if (Interp_verts != NULL)
vm_free(Interp_verts);
if (Interp_points != NULL)
vm_free(Interp_points);
if (Interp_splode_points != NULL)
vm_free(Interp_splode_points);
if (Interp_splode_verts != NULL)
vm_free(Interp_splode_verts);
if (Interp_norms != NULL)
vm_free(Interp_norms);
if (Interp_light_applied != NULL)
vm_free(Interp_light_applied);
if (Interp_lighting_temp.lights != NULL)
vm_free(Interp_lighting_temp.lights);
Num_interp_verts_allocated = 0;
Num_interp_norms_allocated = 0;
}
extern void model_collide_allocate_point_list(int n_points);
extern void model_collide_free_point_list();
void model_allocate_interp_data(int n_verts = 0, int n_norms = 0, int n_list_verts = 0)
{
static ubyte dealloc = 0;
if (!dealloc) {
atexit(model_deallocate_interp_data);
atexit(model_collide_free_point_list);
dealloc = 1;
}
Assert( (n_verts >= 0) && (n_norms >= 0) && (n_list_verts >= 0) );
Assert( (n_verts || Num_interp_verts_allocated) && (n_norms || Num_interp_norms_allocated) /*&& (n_list_verts || Num_interp_list_verts_allocated)*/ );
if (n_verts > Num_interp_verts_allocated) {
if (Interp_verts != NULL) {
vm_free(Interp_verts);
Interp_verts = NULL;
}
// Interp_verts can't be reliably realloc'd so free and malloc it on each resize (no data needs to be carried over)
Interp_verts = (vec3d**) vm_malloc( n_verts * sizeof(vec3d) );
Interp_points = (vertex*) vm_realloc( Interp_points, n_verts * sizeof(vertex) );
Interp_splode_points = (vertex*) vm_realloc( Interp_splode_points, n_verts * sizeof(vertex) );
Interp_splode_verts = (vec3d*) vm_realloc( Interp_splode_verts, n_verts * sizeof(vec3d) );
Num_interp_verts_allocated = n_verts;
// model collide needs a similar size to resize it based on this new value
model_collide_allocate_point_list( n_verts );
}
if (n_norms > Num_interp_norms_allocated) {
if (Interp_norms != NULL) {
vm_free(Interp_norms);
Interp_norms = NULL;
}
// Interp_norms can't be reliably realloc'd so free and malloc it on each resize (no data needs to be carried over)
Interp_norms = (vec3d**) vm_malloc( n_norms * sizeof(vec3d) );
// these next two lighting things aren't values that need to be carried over, but we need to make sure they are 0 by default
if (Interp_light_applied != NULL) {
vm_free(Interp_light_applied);
Interp_light_applied = NULL;
}
if (Interp_lighting_temp.lights != NULL) {
vm_free(Interp_lighting_temp.lights);
Interp_lighting_temp.lights = NULL;
}
Interp_light_applied = (ubyte*) vm_malloc( n_norms * sizeof(ubyte) );
Interp_lighting_temp.lights = (model_light*) vm_malloc( n_norms * sizeof(model_light) );
memset( Interp_light_applied, 0, n_norms * sizeof(ubyte) );
memset( Interp_lighting_temp.lights, 0, n_norms * sizeof(model_light) );
Num_interp_norms_allocated = n_norms;
}
// we should only get here if we are not in HTL mode
if ( n_list_verts > Num_interp_list_verts_allocated ) {
if (Interp_list != NULL) {
vm_free(Interp_list);
Interp_list = NULL;
}
Interp_list = (vertex**) vm_malloc( n_list_verts * sizeof(vertex) );
Verify( Interp_list != NULL );
Num_interp_list_verts_allocated = n_list_verts;
}
Interp_num_verts = n_verts;
Interp_num_norms = n_norms;
// check that everything is still usable (works in release and debug builds)
Verify( Interp_points != NULL );
Verify( Interp_splode_points != NULL );
Verify( Interp_verts != NULL );
Verify( Interp_splode_verts != NULL );
Verify( Interp_norms != NULL );
Verify( Interp_light_applied != NULL );
}
void model_setup_cloak(vec3d *shift, int full_cloak, int alpha)
{
FULLCLOAK=full_cloak;
int unit;
if (full_cloak)
{
unit=0;
Interp_multitex_cloakmap=0;
model_set_insignia_bitmap(-1);
model_set_forced_texture(CLOAKMAP);
gr_set_cull(1);
model_interp_sortnorm=model_interp_sortnorm_f2b;
}
else
{
unit=2;
Interp_multitex_cloakmap=1;
}
Interp_cloakmap_alpha=alpha;
gr_push_texture_matrix(unit);
gr_translate_texture_matrix(unit,shift);
}
void model_finish_cloak(int full_cloak)
{
int unit;
if (full_cloak){ unit=0; gr_set_cull(0);}
else unit=2;
gr_pop_texture_matrix(unit);
Interp_multitex_cloakmap=-1;
model_set_forced_texture(-1);
FULLCLOAK=-1;
}
void interp_clear_instance()
{
Interp_thrust_scale = 0.1f;
Interp_thrust_scale_x = 0.0f;//added-Bobboau
Interp_thrust_scale_y = 0.0f;//added-Bobboau
Interp_thrust_bitmap = -1;
Interp_thrust_glow_bitmap = -1;
Interp_thrust_glow_noise = 1.0f;
Interp_insignia_bitmap = -1;
Interp_afterburner = false;
// Bobboau's thruster stuff
{
Interp_thrust_glow_rad_factor = 1.0f;
Interp_secondary_thrust_glow_bitmap = -1;
Interp_secondary_thrust_glow_rad_factor = 1.0f;
Interp_tertiary_thrust_glow_bitmap = -1;
Interp_tertiary_thrust_glow_rad_factor = 1.0f;
Interp_thrust_glow_len_factor = 1.0f;
vm_vec_zero(&Interp_thrust_rotvel);
}
Interp_box_scale = 1.0f;
Interp_render_box_min = vmd_zero_vector;
Interp_render_box_max = vmd_zero_vector;
}
/**
* Scales the engines thrusters by this much
*/
void model_set_thrust(int model_num, mst_info *mst)
{
if (mst == NULL) {
Int3();
return;
}
Interp_thrust_scale = mst->length.xyz.z;
Interp_thrust_scale_x = mst->length.xyz.x;
Interp_thrust_scale_y = mst->length.xyz.y;
CLAMP(Interp_thrust_scale, 0.1f, 1.0f);
Interp_thrust_bitmap = mst->primary_bitmap;
Interp_thrust_glow_bitmap = mst->primary_glow_bitmap;
Interp_secondary_thrust_glow_bitmap = mst->secondary_glow_bitmap;
Interp_tertiary_thrust_glow_bitmap = mst->tertiary_glow_bitmap;
Interp_distortion_thrust_bitmap = mst->distortion_bitmap;
Interp_thrust_glow_noise = mst->glow_noise;
Interp_afterburner = mst->use_ab;
if (mst->rotvel != NULL) {
Interp_thrust_rotvel = *(mst->rotvel);
} else {
vm_vec_zero(&Interp_thrust_rotvel);
}
Interp_thrust_glow_rad_factor = mst->glow_rad_factor;
Interp_secondary_thrust_glow_rad_factor = mst->secondary_glow_rad_factor;
Interp_tertiary_thrust_glow_rad_factor = mst->tertiary_glow_rad_factor;
Interp_thrust_glow_len_factor = mst->glow_length_factor;
Interp_distortion_thrust_rad_factor = mst->distortion_rad_factor;
Interp_distortion_thrust_length_factor = mst->distortion_length_factor;
Interp_draw_distortion = mst->draw_distortion;
}
bool splodeing = false;
int splodeingtexture = -1;
float splode_level = 0.0f;
float GEOMETRY_NOISE = 0.0f;
// 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_splode_defpoints(ubyte * p, polymodel *pm, bsp_info *sm, float dist)
{
if(dist==0.0f)return;
if(dist<0.0f)dist*=-1.0f;
int n;
int nverts = w(p+8);
int offset = w(p+16);
int nnorms = 0;
ubyte * normcount = p+20;
vertex *dest = Interp_splode_points;
vec3d *src = vp(p+offset);
for (n = 0; n < nverts; n++) {
nnorms += normcount[n];
}
model_allocate_interp_data(nverts, nnorms);
vec3d dir;
for (n=0; n<nverts; n++ ) {
Interp_splode_verts[n] = *src;
src++;
vm_vec_avg_n(&dir, normcount[n], src);
vm_vec_normalize(&dir);
for(int i=0; i<normcount[n]; i++)src++;
vm_vec_scale_add2(&Interp_splode_verts[n], &dir, dist);
g3_rotate_vertex(dest, &Interp_splode_verts[n]);
dest++;
}
}
// 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)
{
if(splodeing)model_interp_splode_defpoints(p, pm, sm, splode_level*model_radius);
int i, n;
int nverts = w(p+8);
int offset = w(p+16);
int next_norm = 0;
int nnorms = 0;
ubyte * normcount = p+20;
vertex *dest = NULL;
vec3d *src = vp(p+offset);
// Get pointer to lights
Interp_lights = p+20+nverts;
for (i = 0; i < nverts; i++) {
nnorms += normcount[i];
}
// allocate new Interp data if size is greater than we already have ready to use
model_allocate_interp_data(nverts, nnorms);
dest = Interp_points;
Assert( dest != NULL );
#ifndef NDEBUG
modelstats_num_verts += nverts;
#endif
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++ ) {
vec3d 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 if ( (Interp_warp_scale_x != 1.0f) || (Interp_warp_scale_y != 1.0f) || (Interp_warp_scale_z != 1.0f)) {
for (n=0; n<nverts; n++ ) {
vec3d tmp;
Interp_verts[n] = src;
tmp.xyz.x = (src->xyz.x) * Interp_warp_scale_x;
tmp.xyz.y = (src->xyz.y) * Interp_warp_scale_y;
tmp.xyz.z = (src->xyz.z) * Interp_warp_scale_z;
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 {
vec3d point;
for (n=0; n<nverts; n++ ) {
if(!Cmdline_nohtl) {
if(GEOMETRY_NOISE!=0.0f){
GEOMETRY_NOISE = model_radius / 50;
Interp_verts[n] = src;
point.xyz.x = src->xyz.x + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE);
point.xyz.y = src->xyz.y + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE);
point.xyz.z = src->xyz.z + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE);
g3_rotate_vertex(dest, &point);
}else{
Interp_verts[n] = src;
g3_rotate_vertex(dest, src);
}
}
else {
Interp_verts[n] = src;
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;
vec3d *Interp_pos;
// Flat Poly
// +0 int id
// +4 int size
// +8 vec3d normal
// +20 vec3d 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)
{
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);
int max_n_verts = 0;
int max_n_norms = 0;
// slow? yes. safe? yes.
for (i = 0; i < nv; i++) {
max_n_verts = MAX(verts[i*2+0] + 1, max_n_verts);
max_n_norms = MAX(verts[i*2+1] + 1, max_n_norms);
}
model_allocate_interp_data(max_n_verts, max_n_norms, nv);
for (i = 0; i < nv; i++) {
Interp_list[i] = &Interp_points[verts[i*2]];
if ( Interp_flags & MR_NO_LIGHTING ) {
Interp_list[i]->r = 191;
Interp_list[i]->g = 191;
Interp_list[i]->b = 191;
} else {
int vertnum = verts[i*2+0];
int norm = verts[i*2+1];
if ( Interp_flags & MR_NO_SMOOTHING ) {
light_apply_rgb( &Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, 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] ) {
light_apply_rgb( &Interp_lighting->lights[norm].r, &Interp_lighting->lights[norm].g, &Interp_lighting->lights[norm].b, Interp_verts[vertnum], vp(p+8), Interp_light );
Interp_light_applied[norm] = 1;
}
Interp_list[i]->r = Interp_lighting->lights[norm].r;
Interp_list[i]->g = Interp_lighting->lights[norm].g;
Interp_list[i]->b = Interp_lighting->lights[norm].b;
}
}
}
// 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)) {
g3_draw_poly( nv, Interp_list, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB );
}
if (Interp_flags & (MR_SHOW_OUTLINE|MR_SHOW_OUTLINE_PRESET)) {
int 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]);
}
}
}
void model_interp_edge_alpha( ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pnt, vec3d *norm, float alpha, bool invert = false)
{
vec3d r;
vm_vec_sub(&r, &View_position, pnt);
vm_vec_normalize(&r);
float d = vm_vec_dot(&r, norm);
if (d < 0.0f)
d = -d;
if (invert)
*param_r = *param_g = *param_b = ubyte( fl2i((1.0f - d) * 254.0f * alpha));
else
*param_r = *param_g = *param_b = ubyte( fl2i(d * 254.0f * alpha) );
}
// Textured Poly
// +0 int id
// +4 int size
// +8 vec3d normal
// +20 vec3d 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)
{
int i;
int nv;
model_tmap_vert *verts;
int cull = 0;
// Goober5000
int tmap_num = w(p+40);
texture_map *tmap = &pm->maps[tmap_num];
texture_info *tbase = &tmap->textures[TM_BASE_TYPE];
texture_info *tglow = &tmap->textures[TM_GLOW_TYPE];
int rt_begin_index = tmap_num*TM_NUM_TYPES;
// Goober5000
Interp_base_frametime = 0;
if (Interp_objnum >= 0)
{
object *objp = &Objects[Interp_objnum];
if (objp->type == OBJ_SHIP)
Interp_base_frametime = Ships[objp->instance].base_texture_anim_frametime;
}
int is_invisible = 0;
if (Interp_warp_bitmap < 0) {
if ( (!Interp_thrust_scale_subobj) && (tbase->GetTexture() < 0) ) {
// Don't draw invisible polygons.
if ( !(Interp_flags & MR_SHOW_INVISIBLE_FACES) )
return;
else
is_invisible = 1;
}
}
nv = w(p+36);
#ifndef NDEBUG
modelstats_num_polys++;
#endif
if ( nv < 0 )
return;
verts = (model_tmap_vert *)(p+44);
int max_n_verts = 0;
int max_n_norms = 0;
for (i = 0; i < nv; i++) {
max_n_verts = MAX(verts[i].vertnum + 1, max_n_verts);
max_n_norms = MAX(verts[i].normnum + 1, max_n_norms);
}
model_allocate_interp_data(max_n_verts, max_n_norms, nv);
if ( !Cmdline_nohtl ) {
if (Interp_warp_bitmap < 0) {
if (!g3_check_normal_facing(vp(p+20),vp(p+8)) && !(Interp_flags & MR_NO_CULL)){
if(!splodeing) return;
}
}
if(splodeing){
float salpha = 1.0f - splode_level;
for (i=0;i<nv;i++){
Interp_list[i] = &Interp_splode_points[verts[i].vertnum];
Interp_list[i]->texture_position.u = verts[i].u*2;
Interp_list[i]->texture_position.v = verts[i].v*2;
Interp_list[i]->r = (unsigned char)(255*salpha);
Interp_list[i]->g = (unsigned char)(250*salpha);
Interp_list[i]->b = (unsigned char)(200*salpha);
model_interp_edge_alpha(&Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[verts[i].vertnum], Interp_norms[verts[i].normnum], salpha, false);
}
cull = gr_set_cull(0);
gr_set_bitmap( splodeingtexture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, salpha );
g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED|TMAP_FLAG_GOURAUD);
gr_set_cull(cull);
return;
}
}
for (i=0;i<nv;i++) {
Interp_list[i] = &Interp_points[verts[i].vertnum];
Interp_list[i]->texture_position.u = verts[i].u;
Interp_list[i]->texture_position.v = verts[i].v;
if ( Interp_subspace ) {
Interp_list[i]->texture_position.v += Interp_subspace_offset_u;
Interp_list[i]->texture_position.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 ( (Interp_flags & MR_NO_LIGHTING) || (tmap->is_ambient)) { //gets the ambient glow to work
Interp_list[i]->r = 191;
Interp_list[i]->g = 191;
Interp_list[i]->b = 191;
Interp_list[i]->spec_r = 0;
Interp_list[i]->spec_g = 0;
Interp_list[i]->spec_b = 0;
if (Interp_flags & MR_EDGE_ALPHA) {
model_interp_edge_alpha(&Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[verts[i].vertnum], Interp_norms[verts[i].normnum], Interp_warp_alpha, false);
}
if (Interp_flags & MR_CENTER_ALPHA) {
model_interp_edge_alpha(&Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[verts[i].vertnum], Interp_norms[verts[i].normnum], Interp_warp_alpha, true);
}
SPECMAP = -1;
NORMMAP = -1;
HEIGHTMAP = -1;
} else {
int vertnum = verts[i].vertnum;
int norm = verts[i].normnum;
if ( Interp_flags & MR_NO_SMOOTHING ) {
light_apply_rgb( &Interp_list[i]->r, &Interp_list[i]->g, &Interp_list[i]->b, Interp_verts[vertnum], vp(p+8), Interp_light );
if((Detail.lighting > 2) && (Interp_detail_level < 2) && Cmdline_spec )
light_apply_specular( &Interp_list[i]->spec_r, &Interp_list[i]->spec_g, &Interp_list[i]->spec_b, Interp_verts[vertnum], vp(p+8), &View_position);
} else {
// if we're applying lighting as normal, and not using saved lighting
if ( !Interp_use_saved_lighting && !Interp_light_applied[norm] ) {
light_apply_rgb( &Interp_lighting->lights[norm].r, &Interp_lighting->lights[norm].g, &Interp_lighting->lights[norm].b, Interp_verts[vertnum], Interp_norms[norm], Interp_light );
if((Detail.lighting > 2) && (Interp_detail_level < 2) && Cmdline_spec )
light_apply_specular( &Interp_lighting->lights[norm].spec_r, &Interp_lighting->lights[norm].spec_g, &Interp_lighting->lights[norm].spec_b, Interp_verts[vertnum], Interp_norms[norm], &View_position);
Interp_light_applied[norm] = 1;
}
Interp_list[i]->spec_r = Interp_lighting->lights[norm].spec_r;
Interp_list[i]->spec_g = Interp_lighting->lights[norm].spec_g;
Interp_list[i]->spec_b = Interp_lighting->lights[norm].spec_b;
Interp_list[i]->r = Interp_lighting->lights[norm].r;
Interp_list[i]->g = Interp_lighting->lights[norm].g;
Interp_list[i]->b = Interp_lighting->lights[norm].b;
}
}
}
}
#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 >= 0) && (Interp_thrust_scale > 0.0f) ) {
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 ( !(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 if (Interp_warp_bitmap >= 0) { //warpin effect-Bobboau
gr_set_bitmap( Interp_warp_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Interp_warp_alpha );
g3_draw_poly( nv, Interp_list, TMAP_FLAG_TEXTURED );
}else{
// all textured polys go through here
if ( Interp_tmap_flags & TMAP_FLAG_TEXTURED ) {
// subspace special case
if (Interp_subspace) {
gr_set_bitmap( tbase->GetTexture(), 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 if((Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE] >= 0)){
texture_info tt = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE]);
texture = model_interp_get_texture(&tt, Interp_base_frametime);
} else {
// pick the texture, animating it if necessary
texture = model_interp_get_texture(tbase, Interp_base_frametime);
// doing glow maps?
if ( !(Interp_flags & MR_NO_GLOWMAPS) && (tglow->GetTexture() >= 0) ) {
// shockwaves are special, their current frame has to come out of the shockwave code to get the timing correct
if ( (Interp_objnum >= 0) && (Objects[Interp_objnum].type == OBJ_SHOCKWAVE) && (tglow->GetNumFrames() > 1) ) {
GLOWMAP = tglow->GetTexture() + shockwave_get_framenum(Objects[Interp_objnum].instance, tglow->GetNumFrames());
} else {
GLOWMAP = model_interp_get_texture(tglow, Interp_base_frametime);
}
}
if((Detail.lighting > 2) && (Interp_detail_level < 2))
{
// likewise, etc.
SPECMAP = model_interp_get_texture(&tmap->textures[TM_SPECULAR_TYPE], Interp_base_frametime);
NORMMAP = model_interp_get_texture(&tmap->textures[TM_NORMAL_TYPE], Interp_base_frametime);
HEIGHTMAP = model_interp_get_texture(&tmap->textures[TM_HEIGHT_TYPE], Interp_base_frametime);
}
}
//*****
//WMC - now do other replacements
if(Interp_new_replacement_textures != NULL)
{
texture_info tinfo;
for(int tmn = TM_BASE_TYPE+1; tmn < TM_NUM_TYPES; tmn++)
{
int tex = Interp_new_replacement_textures[rt_begin_index + tmn];
if(tex < 0)
continue;
tinfo = texture_info(tex);
//Figure out actual texture to use
tex = model_interp_get_texture(&tinfo, Interp_base_frametime);
switch(tmn)
{
case TM_GLOW_TYPE:
GLOWMAP = tex;
break;
case TM_SPECULAR_TYPE:
SPECMAP = tex;
break;
case TM_NORMAL_TYPE:
NORMMAP = tex;
break;
case TM_HEIGHT_TYPE:
HEIGHTMAP = tex;
break;
default:
break;
}
}
}
// 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 {
if(tmap->is_transparent) { //trying to get transperent textures-Bobboau
gr_set_bitmap( texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.8f );
}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 );
}
}
}
}
GLOWMAP = -1;
SPECMAP = -1;
NORMMAP = -1;
HEIGHTMAP = -1;
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]);
}
}
}
// Sortnorms
// +0 int id
// +4 int size
// +8 vec3d normal
// +20 vec3d 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_b2f(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check)
{
#ifndef NDEBUG
modelstats_num_sortnorms++;
#endif
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);
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
}
// Sortnorms
// +0 int id
// +4 int size
// +8 vec3d normal
// +20 vec3d 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_f2b(ubyte * p,polymodel * pm, bsp_info *sm, int do_box_check)
{
#ifndef NDEBUG
modelstats_num_sortnorms++;
#endif
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);
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
}
void model_draw_debug_points( polymodel *pm, bsp_info * submodel )
{
if ( Interp_flags & MR_SHOW_OUTLINE_PRESET ) {
return;
}
// 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 {
gr_set_color(0,255,0);
int j;
for (j=0; j<8; j++ ) {
vec3d 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;
vec3d 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, 0.5f );
if (j){
g3_draw_line(&prev_pnt, &tmp);
}
prev_pnt = tmp;
}
}
}
}
/**
* Debug code to show all the paths of a model
*/
void model_draw_paths_htl( int model_num )
{
int i,j;
vec3d pnt;
vec3d prev_pnt;
polymodel * pm;
if ( Interp_flags & MR_SHOW_OUTLINE_PRESET ) {
return;
}
pm = model_get(model_num);
if (pm->n_paths<1){
return;
}
int cull = gr_set_cull(0);
for (i=0; i<pm->n_paths; i++ ) {
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_htl_sphere(&pnt, 0.5f);
if (j)
{
g3_draw_htl_line(&prev_pnt, &pnt);
}
prev_pnt = pnt;
}
}
gr_set_cull(cull);
}
/**
* Docking bay and fighter bay paths
*/
void model_draw_bay_paths_htl(int model_num)
{
int idx, s_idx;
vec3d v1, v2;
polymodel *pm = model_get(model_num);
if(pm == NULL){
return;
}
int cull = gr_set_cull(0);
// 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);
// draw the point and normal
g3_draw_htl_sphere(&v1, 2.0);
g3_draw_htl_line(&v1, &v2);
}
}
// 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;
g3_draw_htl_line(&v1, &v2);
}
}
}
gr_set_cull(cull);
}
/**
* Docking bay and fighter bay paths
*/
void model_draw_bay_paths(int model_num)
{
int idx, s_idx;
vec3d 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);
}
}
}
}
static const int MAX_ARC_SEGMENT_POINTS = 50;
int Num_arc_segment_points = 0;
vec3d Arc_segment_points[MAX_ARC_SEGMENT_POINTS];
extern int g3_draw_rod(int num_points, vec3d *vecs, float width, uint tmap_flags);
void interp_render_arc_segment( vec3d *v1, vec3d *v2, int depth )
{
float d = vm_vec_dist_quick( v1, v2 );
const float scaler = 0.30f;
if ( (d < scaler) || (depth > 4) ) {
// the real limit appears to be 33, so we should never hit this unless the code changes
Assert( Num_arc_segment_points < MAX_ARC_SEGMENT_POINTS );
memcpy( &Arc_segment_points[Num_arc_segment_points++], v2, sizeof(vec3d) );
} else {
// divide in half
vec3d tmp;
vm_vec_avg( &tmp, v1, v2 );
tmp.xyz.x += (frand() - 0.5f) * d * scaler;
tmp.xyz.y += (frand() - 0.5f) * d * scaler;
tmp.xyz.z += (frand() - 0.5f) * d * scaler;
// add additional point
interp_render_arc_segment( v1, &tmp, depth+1 );
interp_render_arc_segment( &tmp, v2, depth+1 );
}
}
void interp_render_arc(vec3d *v1, vec3d *v2, color *primary, color *secondary, float arc_width)
{
Num_arc_segment_points = 0;
// need need to add the first point
memcpy( &Arc_segment_points[Num_arc_segment_points++], v1, sizeof(vec3d) );
// this should fill in all of the middle, and the last, points
interp_render_arc_segment(v1, v2, 0);
int tmap_flags = (TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT | TMAP_FLAG_TRISTRIP);
int mode = gr_zbuffer_set(GR_ZBUFF_READ);
// use primary color for fist pass
Assert( primary );
gr_set_color_fast(primary);
g3_draw_rod(Num_arc_segment_points, Arc_segment_points, arc_width, tmap_flags);
if (secondary) {
// now render again with a secondary center color
gr_set_color_fast(secondary);
g3_draw_rod(Num_arc_segment_points, Arc_segment_points, arc_width * 0.33f, tmap_flags);
}
gr_zbuffer_set(mode);
}
int Interp_lightning = 1;
DCF_BOOL( Arcs, Interp_lightning )
const int AR = 64;
const int AG = 64;
const int AB = 5;
const int AR2 = 128;
const int AG2 = 128;
const int AB2 = 10;
void interp_render_lightning( polymodel *pm, bsp_info * sm )
{
int i;
float width = 0.9f;
color primary, secondary;
Assert( sm->num_arcs > 0 );
if (Interp_flags & MR_SHOW_OUTLINE_PRESET) {
return;
}
if ( !Interp_lightning ) {
return;
}
// try and scale the size a bit so that it looks equally well on smaller vessels
if (pm->rad < 500.0f) {
width *= (pm->rad * 0.01f);
if (width < 0.2f)
width = 0.2f;
}
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_init_color(&primary, 64, 64, 255);
} else {
gr_init_color(&primary, 128, 128, 255);
}
gr_init_color(&secondary, 200, 200, 255);
break;
// "EMP" style arcs
case MARC_TYPE_EMP:
if ( (rand()>>4) & 1 ) {
gr_init_color(&primary, AR, AG, AB);
} else {
gr_init_color(&primary, AR2, AG2, AB2);
}
gr_init_color(&secondary, 255, 255, 10);
break;
default:
Int3();
}
// render the actual arc segment
interp_render_arc( &sm->arc_pts[i][0], &sm->arc_pts[i][1], &primary, &secondary, width );
}
}
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 );
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;
}
// Compute final submodel orientation by using the orientation matrix and the rotation angles.
// By using this kind of computation, the rotational angles can always be computed relative
// to the submodel itself, instead of relative to the parent - KeldorKatarn
matrix rotation_matrix = pm->submodel[mn].orientation;
vm_rotate_matrix_by_angles(&rotation_matrix, &pm->submodel[mn].angs);
matrix inv_orientation;
vm_copy_transpose_matrix(&inv_orientation, &pm->submodel[mn].orientation);
matrix submodel_matrix;
vm_matrix_x_matrix(&submodel_matrix, &rotation_matrix, &inv_orientation);
g3_start_instance_matrix(&pm->submodel[mn].offset, &submodel_matrix, true);
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 >= 0 ) {
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(true);
}
// 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( vec3d *min, vec3d *max )
{
if ( keyd_pressed[KEY_LSHIFT] ) {
return IBOX_ALL_ON;
}
vec3d 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] );
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) {
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.
* @return true if drawn
*/
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 ) {
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
}
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 )
{
model_set_outline_color(255,255,255);
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)
{
// if the model has no insignias, or we don't have a texture, then bail
if ( (pm->num_ins <= 0) || (Interp_insignia_bitmap < 0) )
return;
int idx, s_idx;
vertex vecs[3];
vertex *vlist[3] = { &vecs[0], &vecs[1], &vecs[2] };
vec3d t1, t2, t3, x;
int i1, i2, i3;
int tmap_flags = TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT;
x.xyz.x=0;
x.xyz.y=0;
x.xyz.z=0;
// set the proper texture
gr_set_bitmap(Interp_insignia_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 0.65f);
// 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);
if(Cmdline_nohtl){
g3_rotate_vertex(&vecs[0], &t1);
g3_rotate_vertex(&vecs[1], &t2);
g3_rotate_vertex(&vecs[2], &t3);
}else{
g3_transfer_vertex(&vecs[0], &t1);
g3_transfer_vertex(&vecs[1], &t2);
g3_transfer_vertex(&vecs[2], &t3);
}
// setup texture coords
vecs[0].texture_position.u = pm->ins[idx].u[s_idx][0];
vecs[0].texture_position.v = pm->ins[idx].v[s_idx][0];
vecs[1].texture_position.u = pm->ins[idx].u[s_idx][1];
vecs[1].texture_position.v = pm->ins[idx].v[s_idx][1];
vecs[2].texture_position.u = pm->ins[idx].u[s_idx][2];
vecs[2].texture_position.v = pm->ins[idx].v[s_idx][2];
if (!Cmdline_nohtl) {
light_apply_rgb( &vecs[0].r, &vecs[0].g, &vecs[0].b, &pm->ins[idx].vecs[i1], &pm->ins[idx].norm[i1], 1.5f );
light_apply_rgb( &vecs[1].r, &vecs[1].g, &vecs[1].b, &pm->ins[idx].vecs[i2], &pm->ins[idx].norm[i2], 1.5f );
light_apply_rgb( &vecs[2].r, &vecs[2].g, &vecs[2].b, &pm->ins[idx].vecs[i3], &pm->ins[idx].norm[i3], 1.5f );
tmap_flags |= (TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
}
// draw the polygon
g3_draw_poly(3, vlist, tmap_flags);
}
}
}
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 )
/**
* Draws a bitmap with the specified 3d width & height
* @return 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 );
sa = (float)sin(angle);
ca = (float)cos(angle);
float width, height;
width = height = rad;
v[0].world.xyz.x = (-width*ca - height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x;
v[0].world.xyz.y = (-width*sa + height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y;
v[0].world.xyz.z = pnt->world.xyz.z;
v[0].screen.xyw.w = 0.0f;
v[0].texture_position.u = 0.0f;
v[0].texture_position.v = 0.0f;
v[1].world.xyz.x = (width*ca - height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x;
v[1].world.xyz.y = (width*sa + height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y;
v[1].world.xyz.z = pnt->world.xyz.z;
v[1].screen.xyw.w = 0.0f;
v[1].texture_position.u = 1.0f;
v[1].texture_position.v = 0.0f;
v[2].world.xyz.x = (width*ca + height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x;
v[2].world.xyz.y = (width*sa - height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y;
v[2].world.xyz.z = pnt->world.xyz.z;
v[2].screen.xyw.w = 0.0f;
v[2].texture_position.u = 1.0f;
v[2].texture_position.v = 1.0f;
v[3].world.xyz.x = (-width*ca + height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x;
v[3].world.xyz.y = (-width*sa - height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y;
v[3].world.xyz.z = pnt->world.xyz.z;
v[3].screen.xyw.w = 0.0f;
v[3].texture_position.u = 0.0f;
v[3].texture_position.v = 1.0f;
ubyte codes_and=0xff;
float sw,z;
z = pnt->world.xyz.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].screen.xyw.w = sw;
}
if (codes_and)
return 1; //1 means off screen
return 0;
}
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_render(int model_num, matrix *orient, vec3d * pos, uint flags, int objnum, int lighting_skip, int *replacement_textures)
{
int cull = 0;
// replacement textures - Goober5000
model_set_replacement_textures(replacement_textures);
polymodel *pm = model_get(model_num);
model_do_dumb_rotation(model_num);
if (flags & MR_FORCE_CLAMP)
gr_set_texture_addressing(TMAP_ADDRESS_CLAMP);
int time = timestamp();
for (int i = 0; i < pm->n_glow_point_banks; i++ ) { //glow point blink code -Bobboau
glow_point_bank *bank = &pm->glow_point_banks[i];
if (bank->glow_timestamp == 0)
bank->glow_timestamp=time;
if(bank->off_time){
if(bank->is_on){
if( (bank->on_time) > ((time - bank->disp_time) % (bank->on_time + bank->off_time)) ){
bank->glow_timestamp=time;
bank->is_on=0;
}
}else{
if( (bank->off_time) < ((time - bank->disp_time) % (bank->on_time + bank->off_time)) ){
bank->glow_timestamp=time;
bank->is_on=1;
}
}
}
}
// maybe turn off (hardware) culling
if(flags & MR_NO_CULL){
cull = gr_set_cull(0);
}
Interp_objnum = objnum;
if ( flags & MR_NO_LIGHTING ) {
Interp_light = 1.0f;
} 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;
}
} else {
Interp_light = 1.0f;
}
int num_lights = 0;
if ( !(flags & MR_NO_LIGHTING ) ) {
num_lights = light_filter_push( objnum, pos, pm->rad );
}
model_really_render(model_num, orient, pos, flags, objnum);
if ( !(flags & MR_NO_LIGHTING ) ) {
light_filter_pop();
}
// maybe turn culling back on
if(flags & MR_NO_CULL){
gr_set_cull(cull);
}
// turn off fog after each model renders
if(The_mission.flags & MISSION_FLAG_FULLNEB){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
if (flags & MR_FORCE_CLAMP)
gr_set_texture_addressing(TMAP_ADDRESS_WRAP);
}
// 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
/**
* 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( vec3d *hitpt, vec3d *p0, vec3d *min, vec3d *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( vec3d *outpnt, int model_num, int submodel_num, matrix *orient, vec3d * pos, vec3d *eye_pos )
{
vec3d 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");
}
}
void moldel_calc_facing_pts( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add, vec3d *Eyeposition )
{
vec3d uvec, rvec;
vec3d temp;
temp = *pos;
vm_vec_sub( &rvec, Eyeposition, &temp );
vm_vec_normalize( &rvec );
vm_vec_crossprod(&uvec,fvec,&rvec);
vm_vec_normalize(&uvec);
vm_vec_scale_add( top, &temp, &uvec, w/2.0f );
vm_vec_scale_add( bot, &temp, &uvec, -w/2.0f );
}
extern bool Scene_framebuffer_in_frame;
/**
* Maybe draw mode thruster glows
*/
void model_render_thrusters(polymodel *pm, int objnum, ship *shipp, matrix *orient, vec3d *pos)
{
int i, j, k;
int n_q = 0;
vec3d norm, norm2, fvec, pnt, npnt;
thruster_bank *bank = NULL;
vertex p;
bool do_render = false;
if ( pm == NULL ) {
Int3();
return;
}
if ( !(Interp_flags & MR_SHOW_THRUSTERS) ) {
return;
}
// get an initial count to figure out how man geo batchers we need allocated
for (i = 0; i < pm->n_thrusters; i++ ) {
bank = &pm->thrusters[i];
n_q += bank->num_points;
}
if (n_q <= 0) {
return;
}
// primary_thruster_batcher
if (Interp_thrust_glow_bitmap >= 0) {
do_render = true;
}
// secondary_thruster_batcher
if (Interp_secondary_thrust_glow_bitmap >= 0) {
do_render = true;
}
// tertiary_thruster_batcher
if (Interp_tertiary_thrust_glow_bitmap >= 0) {
do_render = true;
}
if (do_render == false) {
return;
}
// this is used for the secondary thruster glows
// it only needs to be calculated once so I'm doing it here -Bobboau
norm.xyz.z = -1.0f;
norm.xyz.x = 1.0f;
norm.xyz.y = -1.0f;
norm.xyz.x *= Interp_thrust_rotvel.xyz.y/2;
norm.xyz.y *= Interp_thrust_rotvel.xyz.x/2;
vm_vec_normalize(&norm);
// we need to disable fogging
if (The_mission.flags & MISSION_FLAG_FULLNEB)
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
for (i = 0; i < pm->n_thrusters; i++ ) {
bank = &pm->thrusters[i];
// don't draw this thruster if the engine is destroyed or just not on
if ( !model_should_render_engine_glow(objnum, bank->obj_num) )
continue;
for (j = 0; j < bank->num_points; j++) {
Assert( bank->points != NULL );
float d, D;
vec3d tempv;
glow_point *gpt = &bank->points[j];
vec3d world_pnt;
vec3d world_norm;
vm_vec_unrotate(&world_pnt, &gpt->pnt, orient);
vm_vec_add2(&world_pnt, pos);
if (shipp) {
// if ship is warping out, check position of the engine glow to the warp plane
if ( (shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) && (shipp->warpout_effect) ) {
vec3d warp_pnt, tmp;
matrix warp_orient;
shipp->warpout_effect->getWarpPosition(&warp_pnt);
shipp->warpout_effect->getWarpOrientation(&warp_orient);
vm_vec_sub( &tmp, &world_pnt, &warp_pnt );
if ( vm_vec_dot( &tmp, &warp_orient.vec.fvec ) < 0.0f ) {
if (shipp->flags & SF_ARRIVING)// if in front of warp plane, don't create.
break;
} else {
if (shipp->flags & SF_DEPART_WARP)
break;
}
}
}
vm_vec_sub(&tempv, &View_position, &world_pnt);
vm_vec_normalize(&tempv);
vm_vec_unrotate(&world_norm, &gpt->norm, orient);
D = d = vm_vec_dot(&tempv, &world_norm);
// 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 magnitude;
vec3d scale_vec = { { { 1.0f, 0.0f, 0.0f } } };
// normalize banks, in case of incredibly big normals
if ( !IS_VEC_NULL_SQ_SAFE(&world_norm) )
vm_vec_copy_normalize(&scale_vec, &world_norm);
// adjust for thrust
(scale_vec.xyz.x *= Interp_thrust_scale_x) -= 0.1f;
(scale_vec.xyz.y *= Interp_thrust_scale_y) -= 0.1f;
(scale_vec.xyz.z *= Interp_thrust_scale) -= 0.1f;
// get magnitude, which we will use as the scaling reference
magnitude = vm_vec_normalize(&scale_vec);
// get absolute value
if (magnitude < 0.0f)
magnitude *= -1.0f;
float scale = magnitude * (MAX_SCALE - MIN_SCALE) + MIN_SCALE;
if (d > 0.0f){
// Make glow bitmap fade in/out quicker from sides.
d *= 3.0f;
if (d > 1.0f)
d = 1.0f;
}
float fog_int = 1.0f;
// fade them in the nebula as well
if (The_mission.flags & MISSION_FLAG_FULLNEB) {
vm_vec_rotate(&npnt, &gpt->pnt, orient);
vm_vec_add2(&npnt, pos);
fog_int = (1.0f - (neb2_get_fog_intensity(&npnt)));
if (fog_int > 1.0f)
fog_int = 1.0f;
d *= fog_int;
if (d > 1.0f)
d = 1.0f;
}
float w = gpt->radius * (scale + Interp_thrust_glow_noise * NOISE_SCALE);
// these lines are used by the tertiary glows, thus we will need to project this all of the time
if (Cmdline_nohtl) {
g3_rotate_vertex( &p, &world_pnt );
} else {
g3_transfer_vertex( &p, &world_pnt );
}
// start primary thruster glows
if ( (Interp_thrust_glow_bitmap >= 0) && (d > 0.0f) ) {
p.r = p.g = p.b = p.a = (ubyte)(255.0f * d);
batch_add_bitmap(
Interp_thrust_glow_bitmap,
TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
&p,
0,
(w * 0.5f * Interp_thrust_glow_rad_factor),
1.0f,
(w * 0.325f)
);
}
// start tertiary thruster glows
if (Interp_tertiary_thrust_glow_bitmap >= 0) {
p.screen.xyw.w -= w;
p.r = p.g = p.b = p.a = (ubyte)(255.0f * fog_int);
batch_add_bitmap_rotated(
Interp_tertiary_thrust_glow_bitmap,
TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
&p,
(magnitude * 4),
(w * 0.6f * Interp_tertiary_thrust_glow_rad_factor),
1.0f,
(-(D > 0) ? D : -D)
);
}
// begin secondary glows
if (Interp_secondary_thrust_glow_bitmap >= 0) {
pnt = world_pnt;
scale = magnitude * (MAX_SCALE - (MIN_SCALE / 2)) + (MIN_SCALE / 2);
vm_vec_unrotate(&world_norm, &norm, orient);
d = vm_vec_dot(&tempv, &world_norm);
d += 0.75f;
d *= 3.0f;
if (d > 1.0f)
d = 1.0f;
if (d > 0.0f) {
vm_vec_add(&norm2, &world_norm, &pnt);
vm_vec_sub(&fvec, &norm2, &pnt);
vm_vec_normalize(&fvec);
float wVal = gpt->radius * scale * 2;
vm_vec_scale_add(&norm2, &pnt, &fvec, wVal * 2 * Interp_thrust_glow_len_factor);
if (The_mission.flags & MISSION_FLAG_FULLNEB) {
vm_vec_add(&npnt, &pnt, pos);
d *= fog_int;
}
batch_add_beam(Interp_secondary_thrust_glow_bitmap,
TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT,
&pnt, &norm2, wVal*Interp_secondary_thrust_glow_rad_factor*0.5f, d
);
if (Scene_framebuffer_in_frame && Interp_draw_distortion) {
vm_vec_scale_add(&norm2, &pnt, &fvec, wVal * 2 * Interp_distortion_thrust_length_factor);
int dist_bitmap;
if (Interp_distortion_thrust_bitmap > 0) {
dist_bitmap = Interp_distortion_thrust_bitmap;
}
else {
dist_bitmap = Interp_secondary_thrust_glow_bitmap;
}
distortion_add_beam(dist_bitmap,
TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT | TMAP_FLAG_DISTORTION_THRUSTER | TMAP_FLAG_SOFT_QUAD,
&pnt, &norm2, wVal*Interp_distortion_thrust_rad_factor*0.5f, 1.0f
);
}
}
}
// begin particles
if (shipp) {
ship_info *sip = &Ship_info[shipp->ship_info_index];
particle_emitter pe;
thruster_particles *tp;
size_t num_particles = 0;
if (Interp_afterburner)
num_particles = sip->afterburner_thruster_particles.size();
else
num_particles = sip->normal_thruster_particles.size();
for (k = 0; k < num_particles; k++) {
if (Interp_afterburner)
tp = &sip->afterburner_thruster_particles[k];
else
tp = &sip->normal_thruster_particles[k];
float v = vm_vec_mag_quick(&Objects[shipp->objnum].phys_info.desired_vel);
vm_vec_unrotate(&npnt, &gpt->pnt, orient);
vm_vec_add2(&npnt, pos);
// Where the particles emit from
pe.pos = npnt;
// Initial velocity of all the particles
pe.vel = Objects[shipp->objnum].phys_info.desired_vel;
pe.min_vel = v * 0.75f;
pe.max_vel = v * 1.25f;
// What normal the particle emit around
pe.normal = orient->vec.fvec;
vm_vec_negate(&pe.normal);
// Lowest number of particles to create
pe.num_low = tp->n_low;
// Highest number of particles to create
pe.num_high = tp->n_high;
pe.min_rad = gpt->radius * tp->min_rad;
pe.max_rad = gpt->radius * tp->max_rad;
// How close they stick to that normal 0=on normal, 1=180, 2=360 degree
pe.normal_variance = tp->variance;
particle_emit( &pe, PARTICLE_BITMAP, tp->thruster_bitmap.first_frame);
}
}
}
}
// save current zbuffer, and set the correct mode for us
int zbuff_save = gr_zbuffering_mode;
gr_zbuffer_set(GR_ZBUFF_READ);
gr_zbuffer_set(zbuff_save);
}
void model_render_glow_points(polymodel *pm, ship *shipp, matrix *orient, vec3d *pos)
{
int i, j;
int cull = gr_set_cull(0);
for (i = 0; i < pm->n_glow_point_banks; i++ ) {
glow_point_bank *bank = &pm->glow_point_banks[i];
if (bank->is_on) {
if ( (shipp != NULL) && !(shipp->glow_point_bank_active[i]) )
continue;
for (j = 0; j < bank->num_points; j++) {
Assert( bank->points != NULL );
int flick;
if (pm->submodel[pm->detail[0]].num_arcs) {
flick = static_rand( timestamp() % 20 ) % (pm->submodel[pm->detail[0]].num_arcs + j); //the more damage, the more arcs, the more likely the lights will fail
} else {
flick = 1;
}
if (flick == 1) {
glow_point *gpt = &bank->points[j];
vec3d pnt = gpt->pnt;
vec3d norm = gpt->norm;
if (bank->submodel_parent > 0) { //this is where it rotates for the submodel parent-Bobboau
if (pm->submodel[bank->submodel_parent].blown_off)
continue;
angles angs = pm->submodel[bank->submodel_parent].angs;
angs.b = PI2 - angs.b;
angs.p = PI2 - angs.p;
angs.h = PI2 - angs.h;
// Compute final submodel orientation by using the orientation
// matrix and the rotation angles.
// By using this kind of computation, the rotational angles can
// always be computed relative to the submodel itself, instead
// of relative to the parent - KeldorKatarn
matrix rotation_matrix = pm->submodel[bank->submodel_parent].orientation;
vm_rotate_matrix_by_angles(&rotation_matrix, &angs);
matrix inv_orientation;
vm_copy_transpose_matrix(&inv_orientation, &pm->submodel[bank->submodel_parent].orientation);
matrix submodel_matrix;
vm_matrix_x_matrix(&submodel_matrix, &rotation_matrix, &inv_orientation);
vec3d offset = pm->submodel[bank->submodel_parent].offset;
vm_vec_sub(&pnt, &pnt, &offset);
vec3d p = pnt;
vec3d n = norm;
vm_vec_rotate(&pnt, &p, &submodel_matrix);
vm_vec_rotate(&norm, &n, &submodel_matrix);
vm_vec_add2(&pnt, &offset);
}
vec3d tempv;
switch (bank->type)
{
case 0:
{
float d;
if ( IS_VEC_NULL(&norm) ) {
d = 1.0f; //if given a nul vector then always show it
} else {
vm_vec_sub(&tempv,&View_position,&pnt);
vm_vec_normalize(&tempv);
d = vm_vec_dot(&tempv,&norm);
d -= 0.25;
}
if (d > 0.0f) {
vertex p;
d *= 3.0f;
if (d > 1.0f)
d = 1.0f;
float w = gpt->radius;
// fade them in the nebula as well
if (The_mission.flags & MISSION_FLAG_FULLNEB) {
vec3d npnt;
vm_vec_add(&npnt, &pnt, pos);
d *= (1.0f - neb2_get_fog_intensity(&npnt));
w *= 1.5; //make it bigger in a nebula
}
// disable fogging
if (Interp_tmap_flags & TMAP_FLAG_PIXEL_FOG)
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
if (!Cmdline_nohtl) {
g3_transfer_vertex(&p, &pnt);
} else {
g3_rotate_vertex(&p, &pnt);
}
gr_set_bitmap( bank->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, d );
g3_draw_bitmap(&p, 0, (w * 0.5f), TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT, w);
} //d>0.0f
break;
}
case 1:
{
vertex verts[4];
vec3d fvec, top1, bottom1, top2, bottom2, start, end;
vm_vec_add2(&norm, &pnt);
vm_vec_rotate(&start, &pnt, orient);
vm_vec_rotate(&end, &norm, orient);
vm_vec_sub(&fvec, &end, &start);
vm_vec_normalize(&fvec);
moldel_calc_facing_pts(&top1, &bottom1, &fvec, &pnt, gpt->radius, 1.0f, &View_position);
moldel_calc_facing_pts(&top2, &bottom2, &fvec, &norm, gpt->radius, 1.0f, &View_position);
int idx = 0;
if (Cmdline_nohtl) {
g3_rotate_vertex(&verts[0], &bottom1);
g3_rotate_vertex(&verts[1], &bottom2);
g3_rotate_vertex(&verts[2], &top2);
g3_rotate_vertex(&verts[3], &top1);
for (idx = 0; idx < 4; idx++) {
g3_project_vertex(&verts[idx]);
}
} else {
g3_transfer_vertex(&verts[0], &bottom1);
g3_transfer_vertex(&verts[1], &bottom2);
g3_transfer_vertex(&verts[2], &top2);
g3_transfer_vertex(&verts[3], &top1);
}
verts[0].texture_position.u = 0.0f;
verts[0].texture_position.v = 0.0f;
verts[1].texture_position.u = 1.0f;
verts[1].texture_position.v = 0.0f;
verts[2].texture_position.u = 1.0f;
verts[2].texture_position.v = 1.0f;
verts[3].texture_position.u = 0.0f;
verts[3].texture_position.v = 1.0f;
vm_vec_sub(&tempv,&View_position,&pnt);
vm_vec_normalize(&tempv);
if (The_mission.flags & MISSION_FLAG_FULLNEB) {
gr_set_bitmap(bank->glow_neb_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
} else {
gr_set_bitmap(bank->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
}
gr_render(4, verts, TMAP_FLAG_TILED | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT);
break;
}
} // switch(bank->type)
} // flick
} // for slot
} // bank is on
} // for bank
gr_set_cull(cull);
}
void light_set_all_relevent();
extern int Warp_model;
void model_really_render(int model_num, matrix *orient, vec3d * pos, uint flags, int objnum )
{
int i;
int cull = 1;
polymodel * pm;
uint save_gr_zbuffering_mode;
int zbuf_mode;
ship *shipp = NULL;
object *objp = NULL;
bool set_autocen = false;
bool draw_thrusters = false;
// just to be on the safe side
Assert( Interp_objnum == objnum );
if (objnum >= 0) {
objp = &Objects[objnum];
if (objp->type == OBJ_SHIP) {
shipp = &Ships[objp->instance];
if (shipp->flags2 & SF2_GLOWMAPS_DISABLED)
flags |= MR_NO_GLOWMAPS;
}
}
if (FULLCLOAK != 1)
model_interp_sortnorm = model_interp_sortnorm_b2f;
MONITOR_INC( NumModelsRend, 1 );
Interp_orient = orient;
Interp_pos = pos;
int tmp_detail_level = Game_detail_level;
// 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
Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB;
// if we're in nebula mode, fog everything except for the warp holes and other non-fogged models
if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE) && !(flags & MR_NO_FOGGING)){
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_ANIMATED_SHADER )
Interp_tmap_flags |= TMAP_ANIMATED_SHADER;
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;
}
bool is_outlines_only = (flags & MR_NO_POLYS) && ((flags & MR_SHOW_OUTLINE_PRESET) || (flags & MR_SHOW_OUTLINE));
bool is_outlines_only_htl = !Cmdline_nohtl && (flags & MR_NO_POLYS) && (flags & MR_SHOW_OUTLINE_HTL);
bool use_api = !is_outlines_only_htl || (gr_screen.mode == GR_OPENGL);
g3_start_instance_matrix(pos, orient, use_api);
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 );
vec3d 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_locked+1;
} else {
#if MAX_DETAIL_LEVEL != 4
#error Code in modelInterp.cpp assumes MAX_DETAIL_LEVEL == 4
#endif
switch( Detail.detail_distance ) {
case 0: // lowest
depth /= The_mission.ai_profile->detail_distance_mult[0];
break;
case 1: // lower than normal
depth /= The_mission.ai_profile->detail_distance_mult[1];
break;
case 2: // default
depth /= The_mission.ai_profile->detail_distance_mult[2];
break;
case 3: // above normal
depth /= The_mission.ai_profile->detail_distance_mult[3];
break;
case 4: // even more normal
depth /= The_mission.ai_profile->detail_distance_mult[4];
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++;
}
Interp_detail_level = i-1-tmp_detail_level;
if ( Interp_detail_level < 0 )
Interp_detail_level = 0;
else if (Interp_detail_level >= pm->n_detail_levels )
Interp_detail_level = pm->n_detail_levels-1;
} else {
Interp_detail_level = 0;
}
#ifndef NDEBUG
if ( Interp_detail_level == 0 ) {
MONITOR_INC( NumHiModelsRend, 1 );
} else if ( Interp_detail_level == pm->n_detail_levels-1 ) {
MONITOR_INC( NumLowModelsRend, 1 );
} else {
MONITOR_INC( NumMedModelsRend, 1 );
}
#endif
// scale the render box settings based on the "Model Detail" slider
switch (Detail.detail_distance)
{
// 1st dot is 20%
case 0:
Interp_box_scale = 0.2f;
break;
// 2nd dot is 50%
case 1:
Interp_box_scale = 0.5f;
break;
// 3rd dot is 80%
case 2:
Interp_box_scale = 0.8f;
break;
// 4th dot is 100% (this is the default setting for "High" and "Very High" settings)
case 3:
Interp_box_scale = 1.0f;
break;
// 5th dot (max) is 120%
case 4:
Interp_box_scale = 1.2f;
break;
}
vec3d auto_back = ZERO_VECTOR;
if (Interp_flags & MR_AUTOCENTER) {
// standard autocenter using data in model
if (pm->flags & PM_FLAG_AUTOCEN) {
auto_back = pm->autocenter;
vm_vec_scale(&auto_back, -1.0f);
set_autocen = true;
}
// fake autocenter if we are a missile and don't already have autocen info
else if (Interp_flags & MR_IS_MISSILE) {
auto_back.xyz.x = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.x + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.x) / 2.0f );
auto_back.xyz.y = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.y + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.y) / 2.0f );
auto_back.xyz.z = -( (pm->submodel[pm->detail[Interp_detail_level]].max.xyz.z + pm->submodel[pm->detail[Interp_detail_level]].min.xyz.z) / 2.0f );
set_autocen = true;
}
if (set_autocen)
g3_start_instance_matrix(&auto_back, NULL, true);
}
gr_zbias(1);
if(Interp_tmap_flags & TMAP_FLAG_PIXEL_FOG)
{
float fog_near = 10.0f, fog_far = 1000.0f;
neb2_get_adjusted_fog_values(&fog_near, &fog_far, objp);
unsigned char r, g, b;
neb2_get_fog_color(&r, &g, &b);
gr_fog_set(GR_FOGMODE_FOG, r, g, b, fog_near, fog_far);
}
if (is_outlines_only_htl) {
gr_set_fill_mode( GR_FILL_MODE_WIRE );
// lines shouldn't be rendered with textures or special RGB colors (assuming preset colors)
Interp_flags |= MR_NO_TEXTURING;
Interp_tmap_flags &= ~TMAP_FLAG_TEXTURED;
Interp_tmap_flags &= ~TMAP_FLAG_RGB;
// don't render with lighting either
Interp_flags |= MR_NO_LIGHTING;
} else {
gr_set_fill_mode( GR_FILL_MODE_SOLID );
}
if ( (Interp_flags & MR_NO_ZBUFFER) || (Interp_flags & MR_ALL_XPARENT) ) {
zbuf_mode = GR_ZBUFF_NONE;
} else {
zbuf_mode = GR_ZBUFF_FULL;
}
gr_zbuffer_set(zbuf_mode);
if (Interp_flags & MR_EDGE_ALPHA) {
gr_center_alpha(-1);
} else if (Interp_flags & MR_CENTER_ALPHA) {
gr_center_alpha(1);
} else {
gr_center_alpha(0);
}
if ( (Interp_flags & MR_NO_CULL) || (Interp_flags & MR_ALL_XPARENT) || (Interp_warp_bitmap >= 0) ) {
cull = gr_set_cull(0);
} else {
cull = gr_set_cull(1);
}
// Goober5000
Interp_base_frametime = 0;
if ( (objp != NULL) && (objp->type == OBJ_SHIP) ) {
Interp_base_frametime = Ships[objp->instance].base_texture_anim_frametime;
}
if ( !(Interp_flags & MR_NO_LIGHTING) ) {
gr_set_lighting(true, true);
}
// rotate lights
if ( !(Interp_flags & MR_NO_LIGHTING) ) {
light_rotate_all();
if ( !Cmdline_nohtl ) {
light_set_all_relevent();
}
}
if ( !(Interp_flags & MR_NO_LIGHTING) && (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) ) {
opengl_change_active_lights(0); // Set up OpenGl lighting;
}
if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) {
gr_set_buffer(pm->vertex_buffer_id);
}
// Draw the subobjects
i = pm->submodel[pm->detail[Interp_detail_level]].first_child;
while( i >= 0 ) {
if ( !pm->submodel[i].is_thruster ) {
// When in htl mode render with htl method unless its a jump node
if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) {
model_render_children_buffers( pm, i, Interp_detail_level );
} else {
model_interp_subcall( pm, i, Interp_detail_level );
}
} else {
draw_thrusters = true;
}
i = pm->submodel[i].next_sibling;
}
gr_zbias(0);
model_radius = pm->submodel[pm->detail[Interp_detail_level]].rad;
//*************************** draw the hull of the ship *********************************************
// When in htl mode render with htl method unless its a jump node
if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) {
transparent_submodel ts;
ts.is_submodel = false;
transparent_submodels.push_back(ts);
model_render_buffers(pm, pm->detail[Interp_detail_level]);
} else {
model_interp_subcall(pm, pm->detail[Interp_detail_level], Interp_detail_level);
}
// Draw the thruster subobjects
if (draw_thrusters) {
i = pm->submodel[pm->detail[Interp_detail_level]].first_child;
while( i >= 0 ) {
if (pm->submodel[i].is_thruster) {
// When in htl mode render with htl method unless its a jump node
if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) {
transparent_submodel ts;
ts.is_submodel = false;
transparent_submodels.push_back(ts);
model_render_children_buffers( pm, i, Interp_detail_level );
} else {
model_interp_subcall( pm, i, Interp_detail_level );
}
}
i = pm->submodel[i].next_sibling;
}
}
// Valathil - now draw the saved transparent objects
SCP_vector<transparent_submodel>::iterator ts;
SCP_vector<transparent_object>::iterator obj;
for(ts = transparent_submodels.begin(); ts != transparent_submodels.end(); ++ts)
{
if(ts->is_submodel)
g3_start_instance_matrix(&ts->model->offset, &ts->orient, true);
for(obj = ts->transparent_objects.begin(); obj != ts->transparent_objects.end(); ++obj)
{
GLOWMAP = obj->glow_map;
SPECMAP = obj->spec_map;
NORMMAP = obj->norm_map;
HEIGHTMAP = obj->height_map;
gr_push_scale_matrix(&obj->scale);
gr_set_bitmap(obj->texture, obj->blend_filter, GR_BITBLT_MODE_NORMAL, obj->alpha);
int zbuff = gr_zbuffer_set(GR_ZBUFF_READ);
gr_render_buffer(0, obj->buffer, obj->i, obj->tmap_flags);
gr_zbuffer_set(zbuff);
gr_pop_scale_matrix();
GLOWMAP = -1;
SPECMAP = -1;
NORMMAP = -1;
HEIGHTMAP = -1;
}
ts->transparent_objects.clear();
if(ts->is_submodel)
g3_done_instance(true);
}
transparent_submodels.clear();
if (is_outlines_only_htl || (!Cmdline_nohtl && !is_outlines_only)) {
gr_set_buffer(-1);
}
if (is_outlines_only_htl) {
gr_set_fill_mode(GR_FILL_MODE_SOLID);
}
if ( !(Interp_flags & MR_NO_LIGHTING) ) {
gr_reset_lighting();
gr_set_lighting(false, false);
}
if (Interp_flags & MR_SHOW_PIVOTS ) {
model_draw_debug_points( pm, NULL );
model_draw_debug_points( pm, &pm->submodel[pm->detail[Interp_detail_level]] );
if(pm->flags & PM_FLAG_AUTOCEN){
gr_set_color(255, 255, 255);
g3_draw_sphere_ez(&pm->autocenter, pm->rad / 4.5f);
}
}
model_radius = 0.0f;
// render model insignias
gr_zbias(1);
if (!Cmdline_nohtl) gr_set_texture_panning(0.0, 0.0, false);
gr_zbuffer_set(GR_ZBUFF_READ);
model_render_insignias(pm, Interp_detail_level);
gr_zbias(0);
if (FULLCLOAK != -1) model_finish_cloak(FULLCLOAK);
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);
}
// start rendering glow points -Bobboau
if ( (pm->n_glow_point_banks) && !is_outlines_only && !is_outlines_only_htl && !Glowpoint_override ) {
model_render_glow_points(pm, shipp, orient, pos);
}
if ( Interp_flags & MR_SHOW_PATHS ){
if (Cmdline_nohtl) model_draw_paths(model_num);
else model_draw_paths_htl(model_num);
}
if (Interp_flags & MR_BAY_PATHS ){
if (Cmdline_nohtl) model_draw_bay_paths(model_num);
else model_draw_bay_paths_htl(model_num);
}
if ( (Interp_flags & MR_AUTOCENTER) && (set_autocen) ) {
g3_done_instance(use_api);
}
g3_done_instance(use_api);
// Draw the thruster glow
if ( !is_outlines_only && !is_outlines_only_htl ) {
if ( ( Interp_flags & MR_AUTOCENTER ) && set_autocen ) {
vec3d autoback_rotated;
vm_vec_unrotate(&autoback_rotated, &auto_back, orient);
vm_vec_add2(&autoback_rotated, pos);
model_render_thrusters( pm, objnum, shipp, orient, &autoback_rotated );
} else {
model_render_thrusters( pm, objnum, shipp, orient, pos );
}
}
gr_zbuffer_set(save_gr_zbuffering_mode);
gr_set_cull(cull);
}
void submodel_render(int model_num, int submodel_num, matrix *orient, vec3d * pos, uint flags, int objnum, int *replacement_textures)
{
// replacement textures - Goober5000
model_set_replacement_textures(replacement_textures);
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;
Interp_pos=pos;
pm = model_get(model_num);
// Set the flags we will pass to the tmapper
Interp_tmap_flags = TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB;
// 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;
}
}
bool is_outlines_only_htl = !Cmdline_nohtl && (flags & MR_NO_POLYS) && (flags & MR_SHOW_OUTLINE_HTL);
//set to true since D3d and OGL need the api matrices set
g3_start_instance_matrix(pos, orient, true);
if (is_outlines_only_htl) {
gr_set_fill_mode( GR_FILL_MODE_WIRE );
// lines shouldn't be rendered with textures or special RGB colors (assuming preset colors)
Interp_flags |= MR_NO_TEXTURING;
Interp_tmap_flags &= ~TMAP_FLAG_TEXTURED;
Interp_tmap_flags &= ~TMAP_FLAG_RGB;
// don't render with lighting either
Interp_flags |= MR_NO_LIGHTING;
} else {
gr_set_fill_mode( GR_FILL_MODE_SOLID );
}
if ( !(Interp_flags & MR_NO_LIGHTING ) ) {
Interp_light = 1.0f;
light_filter_push( -1, pos, pm->submodel[submodel_num].rad );
light_rotate_all();
if (!Cmdline_nohtl) {
light_set_all_relevent();
}
gr_set_lighting(true, true);
}
Interp_base_frametime = 0;
if (objnum >= 0) {
object *objp = &Objects[objnum];
if (objp->type == OBJ_SHIP) {
Interp_base_frametime = Ships[objp->instance].base_texture_anim_frametime;
}
}
// fixes disappearing HUD in OGL - taylor
int cull = gr_set_cull(1);
if (!Cmdline_nohtl) {
// RT - Put this here to fog debris
if(Interp_tmap_flags & TMAP_FLAG_PIXEL_FOG)
{
float fog_near, fog_far;
object *obj = NULL;
if (objnum >= 0)
obj = &Objects[objnum];
neb2_get_adjusted_fog_values(&fog_near, &fog_far, obj);
unsigned char r, g, b;
neb2_get_fog_color(&r, &g, &b);
gr_fog_set(GR_FOGMODE_FOG, r, g, b, fog_near, fog_far);
}
gr_set_buffer(pm->vertex_buffer_id);
transparent_submodel ts;
ts.is_submodel = false;
transparent_submodels.push_back(ts);
model_render_buffers(pm, submodel_num);
SCP_vector<transparent_submodel>::iterator ts_i = transparent_submodels.begin();
SCP_vector<transparent_object>::iterator obj;
for(obj = ts_i->transparent_objects.begin(); obj != ts_i->transparent_objects.end(); ++obj)
{
GLOWMAP = obj->glow_map;
SPECMAP = obj->spec_map;
NORMMAP = obj->norm_map;
HEIGHTMAP = obj->height_map;
gr_push_scale_matrix(&obj->scale);
gr_set_bitmap(obj->texture, obj->blend_filter, GR_BITBLT_MODE_NORMAL, obj->alpha);
int zbuff = gr_zbuffer_set(GR_ZBUFF_READ);
gr_render_buffer(0, obj->buffer, obj->i, obj->tmap_flags);
gr_zbuffer_set(zbuff);
gr_pop_scale_matrix();
GLOWMAP = -1;
SPECMAP = -1;
NORMMAP = -1;
HEIGHTMAP = -1;
}
ts_i->transparent_objects.clear();
transparent_submodels.clear();
gr_set_buffer(-1);
} else {
model_interp_sub( pm->submodel[submodel_num].bsp_data, pm, &pm->submodel[submodel_num], 0 );
}
if ( !(Interp_flags & MR_NO_LIGHTING) ) {
gr_set_lighting(false, false);
gr_reset_lighting();
}
gr_set_cull(cull);
gr_set_fill_mode(GR_FILL_MODE_SOLID);
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(true);
// turn off fog after each model renders, RT This fixes HUD being fogged when debris is in target box
if(The_mission.flags & MISSION_FLAG_FULLNEB){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
}
// 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)
{
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);
int nnorms = 0;
ubyte * normcount = p+20;
vec3d *src = vp(p+offset);
for (n = 0; n < nverts; n++) {
nnorms += normcount[n];
}
model_allocate_interp_data(nverts, nnorms);
// this must happen only after the interp_data allocation call (since the address changes)
vec3d **verts = Interp_verts;
vec3d **norms = Interp_norms;
for (n=0; n<nverts; n++ ) {
*verts++ = 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, vec3d *v1, vec3d *v2, vec3d *n1, vec3d *n2 )
{
int nv = submodel_get_points_internal(model_num, submodel_num);
// this is not only because of the immediate div-0 error but also because of the less immediate expectation for at least one point (preferably two) to be found
if (nv <= 0) {
polymodel *pm = model_get(model_num);
Error(LOCATION, "Model %d ('%s') must have at least one point from submodel_get_points_internal!", model_num, (pm == NULL) ? "<null model?!?>" : pm->filename);
// in case people ignore the error...
vm_vec_zero(v1);
vm_vec_zero(v2);
if (n1 != NULL) {
vm_vec_zero(n1);
}
if (n2 != NULL) {
vm_vec_zero(n2);
}
return;
}
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_locked = 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;
}
void model_set_replacement_textures(int *replacement_textures)
{
Interp_new_replacement_textures = replacement_textures;
}
/**
* 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->maps[idx].FindTexture(bitmap) > -1)
{
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(vec3d *closest_box_point, vec3d *start_point, int modelnum, int *is_inside, float delta)
{
int i, idx;
vec3d 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(vec3d));
// 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(vec3d *closest_box_point, object *box_obj, vec3d *start_point, int *is_inside, float delta)
{
vec3d temp, box_start;
float dist;
int modelnum;
// get modelnum
modelnum = Ship_info[Ships[box_obj->instance].ship_info_index].model_num;
// 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 i, idx;
polymodel *pm = model_get(modelnum);
// bogus
if (pm == NULL)
return;
for (idx = 0; idx < pm->n_textures; idx++) {
pm->maps[idx].PageIn();
}
for (i = 0; i < pm->n_glow_point_banks; i++) {
glow_point_bank *bank = &pm->glow_point_banks[i];
bm_page_in_texture(bank->glow_bitmap);
bm_page_in_texture(bank->glow_neb_bitmap);
}
if (ship_info_index >= 0)
ship_page_in_textures(ship_info_index);
}
// unload all textures for a given model
// "release" should only be set if called from model_unload()!!!
void model_page_out_textures(int model_num, bool release)
{
int i, j;
if (model_num < 0)
return;
polymodel *pm = model_get(model_num);
if (pm == NULL)
return;
if (release && (pm->used_this_mission > 0))
return;
for (i = 0; i < pm->n_textures; i++) {
pm->maps[i].PageOut(release);
}
// NOTE: "release" doesn't work here for some, as of yet unknown, reason - taylor
for (j = 0; j < pm->n_glow_point_banks; j++) {
glow_point_bank *bank = &pm->glow_point_banks[j];
if (bank->glow_bitmap >= 0) {
// if (release) {
// bm_release(bank->glow_bitmap);
// bank->glow_bitmap = -1;
// } else {
bm_unload(bank->glow_bitmap);
// }
}
if (bank->glow_neb_bitmap >= 0) {
// if (release) {
// bm_release(bank->glow_neb_bitmap);
// bank->glow_neb_bitmap = -1;
// } else {
bm_unload(bank->glow_neb_bitmap);
// }
}
}
}
//**********vertex buffer stuff**********//
int tri_count[MAX_MODEL_TEXTURES];
poly_list polygon_list[MAX_MODEL_TEXTURES];
void parse_defpoint(int off, ubyte *bsp_data)
{
int i, n;
int nverts = w(off+bsp_data+8);
int offset = w(off+bsp_data+16);
int next_norm = 0;
ubyte *normcount = off+bsp_data+20;
vec3d *src = vp(off+bsp_data+offset);
// Get pointer to lights
Interp_lights = off+bsp_data+20+nverts;
#ifndef NDEBUG
modelstats_num_verts += nverts;
#endif
for (n = 0; n < nverts; n++) {
Interp_verts[n] = src;
src++; // move to normal
for (i = 0; i < normcount[n]; i++) {
Interp_norms[next_norm] = src;
next_norm++;
src++;
}
}
}
int check_values(vec3d *N)
{
// Values equal to -1.#IND0
if((N->xyz.x * N->xyz.x) < 0 ||
(N->xyz.y * N->xyz.y) < 0 ||
(N->xyz.z * N->xyz.z) < 0 ||
!is_valid_vec(N))
{
N->xyz.x = 1;
N->xyz.y = 0;
N->xyz.z = 0;
return 1;
}
return 0;
}
int Parse_normal_problem_count = 0;
void parse_tmap(int offset, ubyte *bsp_data)
{
int pof_tex = w(bsp_data+offset+40);
int n_vert = w(bsp_data+offset+36);
ubyte *p = &bsp_data[offset+8];
model_tmap_vert *tverts;
tverts = (model_tmap_vert *)&bsp_data[offset+44];
vertex *V;
vec3d *v;
vec3d *N;
int problem_count = 0;
for (int i = 1; i < (n_vert-1); i++) {
V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)];
N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)];
v = Interp_verts[(int)tverts[0].vertnum];
V->world.xyz.x = v->xyz.x;
V->world.xyz.y = v->xyz.y;
V->world.xyz.z = v->xyz.z;
V->texture_position.u = tverts[0].u;
V->texture_position.v = tverts[0].v;
*N = *Interp_norms[(int)tverts[0].normnum];
if ( IS_VEC_NULL(N) )
*N = *vp(p);
problem_count += check_values(N);
vm_vec_normalize_safe(N);
V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)+1];
N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)+1];
v = Interp_verts[(int)tverts[i].vertnum];
V->world.xyz.x = v->xyz.x;
V->world.xyz.y = v->xyz.y;
V->world.xyz.z = v->xyz.z;
V->texture_position.u = tverts[i].u;
V->texture_position.v = tverts[i].v;
*N = *Interp_norms[(int)tverts[i].normnum];
if ( IS_VEC_NULL(N) )
*N = *vp(p);
problem_count += check_values(N);
vm_vec_normalize_safe(N);
V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)+2];
N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)+2];
v = Interp_verts[(int)tverts[i+1].vertnum];
V->world.xyz.x = v->xyz.x;
V->world.xyz.y = v->xyz.y;
V->world.xyz.z = v->xyz.z;
V->texture_position.u = tverts[i+1].u;
V->texture_position.v = tverts[i+1].v;
*N = *Interp_norms[(int)tverts[i+1].normnum];
if ( IS_VEC_NULL(N) )
*N = *vp(p);
problem_count += check_values(N);
vm_vec_normalize_safe(N);
polygon_list[pof_tex].n_verts += 3;
}
Parse_normal_problem_count += problem_count;
}
void parse_sortnorm(int offset, ubyte *bsp_data);
void parse_bsp(int offset, ubyte *bsp_data)
{
int id = w(bsp_data+offset);
int size = w(bsp_data+offset+4);
while (id != 0) {
switch (id)
{
case OP_EOF:
return;
case OP_DEFPOINTS:
parse_defpoint(offset, bsp_data);
break;
case OP_SORTNORM:
parse_sortnorm(offset, bsp_data);
break;
case OP_FLATPOLY:
break;
case OP_TMAPPOLY:
parse_tmap(offset, bsp_data);
break;
case OP_BOUNDBOX:
break;
default:
return;
}
offset += size;
id = w(bsp_data+offset);
size = w(bsp_data+offset+4);
if (size < 1)
id = OP_EOF;
}
}
void parse_sortnorm(int offset, ubyte *bsp_data)
{
int frontlist, backlist, prelist, postlist, onlist;
frontlist = w(bsp_data+offset+36);
backlist = w(bsp_data+offset+40);
prelist = w(bsp_data+offset+44);
postlist = w(bsp_data+offset+48);
onlist = w(bsp_data+offset+52);
if (prelist) parse_bsp(offset+prelist,bsp_data);
if (backlist) parse_bsp(offset+backlist, bsp_data);
if (onlist) parse_bsp(offset+onlist, bsp_data);
if (frontlist) parse_bsp(offset+frontlist, bsp_data);
if (postlist) parse_bsp(offset+postlist, bsp_data);
}
void find_tmap(int offset, ubyte *bsp_data)
{
int pof_tex = w(bsp_data+offset+40);
int n_vert = w(bsp_data+offset+36);
tri_count[pof_tex] += n_vert-2;
}
void find_defpoint(int off, ubyte *bsp_data)
{
int n;
int nverts = w(off+bsp_data+8);
ubyte * normcount = off+bsp_data+20;
// Get pointer to lights
Interp_lights = off+bsp_data+20+nverts;
#ifndef NDEBUG
modelstats_num_verts += nverts;
#endif
int norm_num = 0;
for (n = 0; n < nverts; n++) {
norm_num += normcount[n];
}
Interp_num_verts = nverts;
Interp_num_norms = norm_num;
}
void find_sortnorm(int offset, ubyte *bsp_data);
// tri_count
void find_tri_counts(int offset, ubyte *bsp_data)
{
int id = w(bsp_data+offset);
int size = w(bsp_data+offset+4);
while (id != 0) {
switch (id)
{
case OP_EOF:
return;
case OP_DEFPOINTS:
find_defpoint(offset, bsp_data);
break;
case OP_SORTNORM:
find_sortnorm(offset, bsp_data);
break;
case OP_FLATPOLY:
break;
case OP_TMAPPOLY:
find_tmap(offset, bsp_data);
break;
case OP_BOUNDBOX:
break;
default:
return;
}
offset += size;
id = w(bsp_data+offset);
size = w(bsp_data+offset+4);
if (size < 1)
id = OP_EOF;
}
}
void find_sortnorm(int offset, ubyte *bsp_data)
{
int frontlist, backlist, prelist, postlist, onlist;
frontlist = w(bsp_data+offset+36);
backlist = w(bsp_data+offset+40);
prelist = w(bsp_data+offset+44);
postlist = w(bsp_data+offset+48);
onlist = w(bsp_data+offset+52);
if (prelist) find_tri_counts(offset+prelist,bsp_data);
if (backlist) find_tri_counts(offset+backlist, bsp_data);
if (onlist) find_tri_counts(offset+onlist, bsp_data);
if (frontlist) find_tri_counts(offset+frontlist, bsp_data);
if (postlist) find_tri_counts(offset+postlist, bsp_data);
}
static void allocate_poly_list()
{
for (int i = 0; i < MAX_MODEL_TEXTURES; i++) {
polygon_list[i].allocate(tri_count[i]*3);
}
model_allocate_interp_data(Interp_num_verts, Interp_num_norms);
}
void interp_pack_vertex_buffers(polymodel *pm, int mn)
{
Assert( pm->vertex_buffer_id >= 0 );
Assert( (mn >= 0) && (mn < pm->n_models) );
bsp_info *model = &pm->submodel[mn];
if ( !model->buffer.model_list ) {
return;
}
bool rval = gr_pack_buffer(pm->vertex_buffer_id, &model->buffer);
if ( !rval ) {
Error( LOCATION, "Unable to pack vertex buffer for '%s'\n", pm->filename );
}
}
void interp_configure_vertex_buffers(polymodel *pm, int mn)
{
int i, j, first_index;
uint total_verts = 0;
SCP_vector<int> vertex_list;
Assert( (mn >= 0) && (mn < pm->n_models) );
bsp_info *model = &pm->submodel[mn];
for (i = 0; i < MAX_MODEL_TEXTURES; i++) {
polygon_list[i].n_verts = 0;
tri_count[i] = 0;
}
find_tri_counts(0, model->bsp_data);
for (i = 0; i < MAX_MODEL_TEXTURES; i++) {
total_verts += tri_count[i];
// for the moment we can only support INT_MAX worth of verts per index buffer
if (tri_count[i] > INT_MAX) {
Error( LOCATION, "Unable to generate vertex buffer data because model '%s' with %i verts is over the maximum of %i verts!\n", pm->filename, tri_count[i], INT_MAX);
}
}
if (total_verts < 1) {
return;
}
allocate_poly_list();
parse_bsp(0, model->bsp_data);
total_verts = 0;
for (i = 0; i < MAX_MODEL_TEXTURES; i++) {
total_verts += polygon_list[i].n_verts;
}
poly_list *model_list = new(std::nothrow) poly_list;
if ( !model_list ) {
Error( LOCATION, "Unable to allocate memory for poly_list!\n" );
}
model->buffer.model_list = model_list;
model_list->allocate( (int)total_verts );
for (i = 0; i < MAX_MODEL_TEXTURES; i++) {
if ( !polygon_list[i].n_verts )
continue;
memcpy( (model_list->vert) + model_list->n_verts, polygon_list[i].vert, sizeof(vertex) * polygon_list[i].n_verts );
memcpy( (model_list->norm) + model_list->n_verts, polygon_list[i].norm, sizeof(vec3d) * polygon_list[i].n_verts );
if (Cmdline_normal) {
memcpy( (model_list->tsb) + model_list->n_verts, polygon_list[i].tsb, sizeof(tsb_t) * polygon_list[i].n_verts );
}
model_list->n_verts += polygon_list[i].n_verts;
}
// IBX stuff
extern IBX ibuffer_info;
if (ibuffer_info.read != NULL) {
int ibx_verts = 0;
int ibx_size = 0;
ibx_verts = cfread_int( ibuffer_info.read );
ibuffer_info.size -= sizeof(int); // subtract
// vertex count (indexed vertex count)
ibx_size += ibx_verts * sizeof(int);
// index count (original vertex count)
ibx_size += model_list->n_verts * sizeof(int);
// safety check for this section
// ibuffer_info.size should be greater than or equal to ibx_size at this point
if (ibx_size > ibuffer_info.size) {
// AAAAAHH! not enough stored data - Abort, Retry, Fail?
Warning(LOCATION, "IBX: Safety Check Failure! The file doesn't contain enough data, deleting '%s'\n", ibuffer_info.name);
cfclose( ibuffer_info.read );
ibuffer_info.read = NULL;
ibuffer_info.size = 0;
cf_delete( ibuffer_info.name, CF_TYPE_CACHE );
// force generate
model_list->make_index_buffer(vertex_list);
vertex_list.clear(); // don't actually need this now
} else {
poly_list *tlist = new(std::nothrow) poly_list;
if ( !tlist ) {
Error( LOCATION, "Unable to allocate memory for IBX poly_list!\n" );
}
tlist->allocate( ibx_verts );
// we have to generate tangent data manually for model_list
// (since it's otherwise done during make_index_buffer())
model_list->calculate_tangent();
for (i = 0; i < ibx_verts; i++) {
int ivert = cfread_int( ibuffer_info.read );
tlist->vert[i] = model_list->vert[ivert];
tlist->norm[i] = model_list->norm[ivert];
if (Cmdline_normal) {
tlist->tsb[i] = model_list->tsb[ivert];
}
}
tlist->n_verts = ibx_verts;
// change from old model_list to new one
delete model_list;
model->buffer.model_list = tlist;
model_list = tlist;
// subtract this block of data from the total size for next check
// remember that this includes the next set of reads too
ibuffer_info.size -= ibx_size;
}
} else {
// no read file so we'll have to generate
model_list->make_index_buffer(vertex_list);
if (ibuffer_info.write != NULL) {
cfwrite_int( model_list->n_verts, ibuffer_info.write );
int count = (int)vertex_list.size();
Assert( model_list->n_verts == count );
for (i = 0; i < count; i++) {
cfwrite_int( vertex_list[i], ibuffer_info.write );
}
}
vertex_list.clear(); // done
}
// end IBX stuff
int vertex_flags = (VB_FLAG_POSITION | VB_FLAG_NORMAL | VB_FLAG_UV1);
if (model_list->tsb != NULL) {
Assert( Cmdline_normal );
vertex_flags |= VB_FLAG_TANGENT;
}
model->buffer.flags = vertex_flags;
for (i = 0; i < MAX_MODEL_TEXTURES; i++) {
if ( !polygon_list[i].n_verts )
continue;
buffer_data new_buffer;
new_buffer.index = new(std::nothrow) uint[polygon_list[i].n_verts];
Verify( new_buffer.index != NULL );
for (j = 0; j < polygon_list[i].n_verts; j++) {
if (ibuffer_info.read != NULL) {
first_index = cfread_int(ibuffer_info.read);
Assert( first_index >= 0 );
new_buffer.index[j] = (uint)first_index;
} else {
first_index = model_list->find_index(&polygon_list[i], j);
Assert(first_index != -1);
new_buffer.index[j] = (uint)first_index;
if (ibuffer_info.write != NULL) {
cfwrite_int(first_index, ibuffer_info.write);
}
}
}
new_buffer.n_verts = polygon_list[i].n_verts;
new_buffer.texture = i;
new_buffer.flags = 0;
if (polygon_list[i].n_verts >= USHRT_MAX) {
new_buffer.flags |= VB_FLAG_LARGE_INDEX;
}
model->buffer.tex_buf.push_back( new_buffer );
}
bool rval = gr_config_buffer(pm->vertex_buffer_id, &model->buffer);
if ( !rval ) {
Error( LOCATION, "Unable to configure vertex buffer for '%s'\n", pm->filename );
}
}
inline int in_box(vec3d *min, vec3d *max, vec3d *pos)
{
vec3d point;
vm_vec_sub(&point, &View_position, pos);
if ( (point.xyz.x >= min->xyz.x) && (point.xyz.x <= max->xyz.x)
&& (point.xyz.y >= min->xyz.y) && (point.xyz.y <= max->xyz.y)
&& (point.xyz.z >= min->xyz.z) && (point.xyz.z <= max->xyz.z) )
{
return 1;
}
return -1;
}
void model_render_children_buffers(polymodel *pm, int mn, int detail_level)
{
int i;
if ( (mn < 0) || (mn >= pm->n_models) ) {
Int3();
return;
}
bsp_info *model = &pm->submodel[mn];
if (model->blown_off)
return;
uint fl = Interp_flags;
if (model->is_thruster) {
if ( !(Interp_flags & MR_SHOW_THRUSTERS) )
return;
Interp_flags |= MR_NO_LIGHTING;
Interp_thrust_scale_subobj = 1;
gr_set_lighting(false, false);
} else {
Interp_thrust_scale_subobj = 0;
}
// if using detail boxes, check that we are valid for the range
if ( !(Interp_flags & MR_FULL_DETAIL) && model->use_render_box ) {
vm_vec_copy_scale(&Interp_render_box_min, &model->render_box_min, Interp_box_scale);
vm_vec_copy_scale(&Interp_render_box_max, &model->render_box_max, Interp_box_scale);
if ( (-model->use_render_box + in_box(&Interp_render_box_min, &Interp_render_box_max, &model->offset)) )
return;
}
// Get submodel rotation data and use submodel orientation matrix
// to put together a matrix describing the final orientation of
// the submodel relative to its parent
angles ang = model->angs;
// Add barrel rotation if needed
if (model->gun_rotation) {
if ( pm->gun_submodel_rotation > PI2 ) {
pm->gun_submodel_rotation -= PI2;
} else if ( pm->gun_submodel_rotation < 0.0f ) {
pm->gun_submodel_rotation += PI2;
}
ang.b += pm->gun_submodel_rotation;
}
// Compute final submodel orientation by using the orientation matrix
// and the rotation angles.
// By using this kind of computation, the rotational angles can always
// be computed relative to the submodel itself, instead of relative
// to the parent
matrix rotation_matrix = model->orientation;
vm_rotate_matrix_by_angles(&rotation_matrix, &ang);
matrix inv_orientation;
vm_copy_transpose_matrix(&inv_orientation, &model->orientation);
matrix submodel_matrix;
vm_matrix_x_matrix(&submodel_matrix, &rotation_matrix, &inv_orientation);
g3_start_instance_matrix(&model->offset, &submodel_matrix, true);
transparent_submodel ts;
ts.is_submodel = true;
ts.model = model;
memcpy(&ts.orient,&submodel_matrix,sizeof(matrix));
transparent_submodels.push_back(ts);
model_render_buffers(pm, mn, true);
if (Interp_flags & MR_SHOW_PIVOTS)
model_draw_debug_points( pm, &pm->submodel[mn] );
if (model->num_arcs)
interp_render_lightning( pm, &pm->submodel[mn]);
i = model->first_child;
while (i >= 0) {
if ( !pm->submodel[i].is_thruster ) {
model_render_children_buffers( pm, i, detail_level );
}
i = pm->submodel[i].next_sibling;
}
Interp_flags = fl;
if (Interp_thrust_scale_subobj) {
Interp_thrust_scale_subobj = 0;
if ( !(Interp_flags & MR_NO_LIGHTING) ) {
gr_set_lighting(true, true);
}
}
g3_done_instance(true);
}
void model_render_buffers(polymodel *pm, int mn, bool is_child)
{
if (pm->vertex_buffer_id < 0)
return;
if ( (mn < 0) || (mn >= pm->n_models) ) {
Int3();
return;
}
bsp_info *model = &pm->submodel[mn];
// if using detail boxes, check that we are valid for the range
if ( !is_child && !(Interp_flags & MR_FULL_DETAIL) && model->use_render_box ) {
vm_vec_copy_scale(&Interp_render_box_min, &model->render_box_min, Interp_box_scale);
vm_vec_copy_scale(&Interp_render_box_max, &model->render_box_max, Interp_box_scale);
if ( (-model->use_render_box + in_box(&Interp_render_box_min, &Interp_render_box_max, &model->offset)) )
return;
}
vec3d scale;
if (Interp_thrust_scale_subobj) {
scale.xyz.x = 1.0f;
scale.xyz.y = 1.0f;
scale.xyz.z = Interp_thrust_scale;
} else {
scale.xyz.x = Interp_warp_scale_x;
scale.xyz.y = Interp_warp_scale_y;
scale.xyz.z = Interp_warp_scale_z;
}
texture_info tex_replace[TM_NUM_TYPES];
int no_texturing = (Interp_flags & MR_NO_TEXTURING);
int forced_texture = -2;
float forced_alpha = 1.0f;
int forced_blend_filter = GR_ALPHABLEND_NONE;
if ( (Interp_flags & MR_FORCE_TEXTURE) && (Interp_forced_bitmap >= 0) ) {
forced_texture = Interp_forced_bitmap;
} else if (Interp_warp_bitmap >= 0) {
forced_texture = Interp_warp_bitmap;
forced_alpha = Interp_warp_alpha;
forced_blend_filter = GR_ALPHABLEND_FILTER;
} else if (Interp_thrust_scale_subobj) {
if ( (Interp_thrust_bitmap >= 0) && (Interp_thrust_scale > 0.0f) ) {
forced_texture = Interp_thrust_bitmap;
} else {
forced_texture = -1;
}
forced_alpha = 1.2f;
forced_blend_filter = GR_ALPHABLEND_FILTER;
} else if (Interp_flags & MR_ALL_XPARENT) {
forced_alpha = Interp_xparent_alpha;
forced_blend_filter = GR_ALPHABLEND_FILTER;
}
gr_push_scale_matrix(&scale);
size_t buffer_size = model->buffer.tex_buf.size();
for (size_t i = 0; i < buffer_size; i++) {
int texture = -1;
int tmap_num = model->buffer.tex_buf[i].texture;
texture_map *tmap = &pm->maps[tmap_num];
int rt_begin_index = tmap_num*TM_NUM_TYPES;
float alpha = 1.0f;
int blend_filter = GR_ALPHABLEND_NONE;
if (forced_texture != -2) {
texture = forced_texture;
alpha = forced_alpha;
}
else if ( !no_texturing ) {
// pick the texture, animating it if necessary
if ( (Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE] >= 0) ) {
tex_replace[TM_BASE_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_BASE_TYPE]);
texture = model_interp_get_texture(&tex_replace[TM_BASE_TYPE], Interp_base_frametime);
} else {
texture = model_interp_get_texture(&tmap->textures[TM_BASE_TYPE], Interp_base_frametime);
}
if (texture < 0) {
continue;
}
// doing glow maps?
if ( !(Interp_flags & MR_NO_GLOWMAPS) ) {
texture_info *tglow = &tmap->textures[TM_GLOW_TYPE];
if ( (Interp_new_replacement_textures != NULL) && (Interp_new_replacement_textures[rt_begin_index + TM_GLOW_TYPE] >= 0) ) {
tex_replace[TM_GLOW_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_GLOW_TYPE]);
GLOWMAP = model_interp_get_texture(&tex_replace[TM_GLOW_TYPE], Interp_base_frametime);
} else if (tglow->GetTexture() >= 0) {
// shockwaves are special, their current frame has to come out of the shockwave code to get the timing correct
if ( (Interp_objnum >= 0) && (Objects[Interp_objnum].type == OBJ_SHOCKWAVE) && (tglow->GetNumFrames() > 1) ) {
GLOWMAP = tglow->GetTexture() + shockwave_get_framenum(Objects[Interp_objnum].instance, tglow->GetNumFrames());
} else {
GLOWMAP = model_interp_get_texture(tglow, Interp_base_frametime);
}
}
}
if ( (Detail.lighting > 2) && (Interp_detail_level < 2) ) {
// likewise, etc.
texture_info *spec_map = &tmap->textures[TM_SPECULAR_TYPE];
texture_info *norm_map = &tmap->textures[TM_NORMAL_TYPE];
texture_info *height_map = &tmap->textures[TM_HEIGHT_TYPE];
if (Interp_new_replacement_textures != NULL) {
if (Interp_new_replacement_textures[rt_begin_index + TM_SPECULAR_TYPE] >= 0) {
tex_replace[TM_SPECULAR_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_SPECULAR_TYPE]);
spec_map = &tex_replace[TM_SPECULAR_TYPE];
}
if (Interp_new_replacement_textures[rt_begin_index + TM_NORMAL_TYPE] >= 0) {
tex_replace[TM_NORMAL_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_NORMAL_TYPE]);
norm_map = &tex_replace[TM_NORMAL_TYPE];
}
if (Interp_new_replacement_textures[rt_begin_index + TM_HEIGHT_TYPE] >= 0) {
tex_replace[TM_HEIGHT_TYPE] = texture_info(Interp_new_replacement_textures[rt_begin_index + TM_HEIGHT_TYPE]);
height_map = &tex_replace[TM_HEIGHT_TYPE];
}
}
SPECMAP = model_interp_get_texture(spec_map, Interp_base_frametime);
NORMMAP = model_interp_get_texture(norm_map, Interp_base_frametime);
HEIGHTMAP = model_interp_get_texture(height_map, Interp_base_frametime);
}
}
if ( (texture == -1) && !no_texturing ) {
continue;
}
// trying to get transperent textures-Bobboau
if (tmap->is_transparent) {
// for special shockwave/warpmap usage
alpha = (Interp_warp_alpha != -1.0f) ? Interp_warp_alpha : 0.8f;
blend_filter = GR_ALPHABLEND_FILTER;
//Valathil - Save the object for later rendering
transparent_object tobj;
tobj.alpha=alpha;
tobj.blend_filter = blend_filter;
tobj.buffer = &model->buffer;
tobj.glow_map = GLOWMAP;
tobj.height_map = HEIGHTMAP;
tobj.i = i;
tobj.norm_map = NORMMAP;
tobj.spec_map = SPECMAP;
tobj.texture = texture;
tobj.tmap_flags = Interp_tmap_flags;
memcpy(&tobj.scale,&scale,sizeof(vec3d));
transparent_submodels.back().transparent_objects.push_back(tobj);
}
else
{
if (forced_blend_filter != GR_ALPHABLEND_NONE) {
blend_filter = forced_blend_filter;
}
gr_set_bitmap(texture, blend_filter, GR_BITBLT_MODE_NORMAL, alpha);
gr_render_buffer(0, &model->buffer, i, Interp_tmap_flags);
}
GLOWMAP = -1;
SPECMAP = -1;
NORMMAP = -1;
HEIGHTMAP = -1;
}
gr_pop_scale_matrix();
}
// returns 1 if the thruster should be drawn
// 0 if it shouldn't
int model_should_render_engine_glow(int objnum, int bank_obj)
{
if ((bank_obj <= -1) || (objnum <= -1))
return 1;
object *obj = &Objects[objnum];
if (obj == NULL)
return 1;
if (obj->type == OBJ_SHIP) {
ship_subsys *ssp;
ship *shipp = &Ships[obj->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
Assert( bank_obj < sip->n_subsystems );
char subname[MAX_NAME_LEN];
// shipp->subsystems isn't always valid here so don't use it
strncpy(subname, sip->subsystems[bank_obj].subobj_name, MAX_NAME_LEN);
ssp = GET_FIRST(&shipp->subsys_list);
while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
if ( !strcmp(subname, ssp->system_info->subobj_name) ) {
// this subsystem has 0 or less hits, ie. it's destroyed
if ( ssp->current_hits <= 0 )
return 0;
// see if the subsystem is disrupted, in which case it should be inoperable
if ( ship_subsys_disrupted(ssp) )
return 0;
return 1;
}
ssp = GET_NEXT( ssp );
}
} else if (obj->type == OBJ_WEAPON) {
// for weapons, if needed in the future
}
// default to render glow
return 1;
}
// Goober5000
// uses same algorithms as in ship_do_thruster_frame
int model_interp_get_texture(texture_info *tinfo, fix base_frametime)
{
int texture, frame, num_frames;
float cur_time, total_time;
// get texture
num_frames = tinfo->GetNumFrames();
texture = tinfo->GetTexture();
total_time = tinfo->GetTotalTime();
// maybe animate it
if (texture >= 0 && num_frames > 1)
{
// sanity check total_time first thing
Assert(total_time > 0.0f);
cur_time = f2fl((game_get_overall_frametime() - base_frametime) % fl2f(total_time));
// get animation frame
frame = fl2i((cur_time * num_frames) / total_time);
if (frame < 0) frame = 0;
if (frame >= num_frames) frame = num_frames - 1;
// advance to the correct frame
texture += frame;
}
// done
return texture;
}
void model_set_warp_globals(float scale_x, float scale_y, float scale_z, int bitmap_id, float alpha)
{
Interp_warp_scale_x = scale_x;
Interp_warp_scale_y = scale_y;
Interp_warp_scale_z = scale_z;
Interp_warp_bitmap = bitmap_id;
Interp_warp_alpha = alpha;
}
//********************-----CLASS: texture_info-----********************//
texture_info::texture_info()
{
clear();
}
texture_info::texture_info(int bm_handle)
{
if(!bm_is_valid(bm_handle))
{
clear();
return;
}
this->original_texture = bm_handle;
this->ResetTexture();
}
void texture_info::clear()
{
texture = original_texture = -1;
num_frames = 0;
total_time = 1.0f;
}
int texture_info::GetNumFrames()
{
return num_frames;
}
int texture_info::GetOriginalTexture()
{
return original_texture;
}
int texture_info::GetTexture()
{
return texture;
}
float texture_info::GetTotalTime()
{
return total_time;
}
int texture_info::LoadTexture(char *filename, char *dbg_name = "<UNKNOWN>")
{
this->original_texture = bm_load_either(filename, NULL, NULL, NULL, 1, CF_TYPE_MAPS);
if(this->original_texture < 0)
nprintf(("Maps", "For \"%s\" I couldn't find %s.ani\n", dbg_name, filename));
this->ResetTexture();
return texture;
}
void texture_info::PageIn()
{
bm_page_in_texture(texture);
}
void texture_info::PageOut(bool release)
{
if (texture >= 0) {
if (release) {
bm_release(texture);
texture = -1;
num_frames = 0;
total_time = 1.0f;
} else {
bm_unload(texture);
}
}
}
int texture_info::ResetTexture()
{
return this->SetTexture(original_texture);
}
int texture_info::SetTexture(int n_tex)
{
if(n_tex != -1 && !bm_is_valid(n_tex))
return texture;
//Set the new texture
texture = n_tex;
//If it is intentionally invalid, blank everything else
if(n_tex == -1)
{
num_frames = 0;
total_time = 1.0f;
}
else
{
//Determine the num_frames and total_time values.
int fps = 0;
this->num_frames = 1;
bm_get_info(texture, NULL, NULL, NULL, &this->num_frames, &fps);
this->total_time = (num_frames / ((fps > 0) ? (float)fps : 1.0f));
}
return texture;
}
//********************-----CLASS: texture_map-----********************//
int texture_map::FindTexture(int bm_handle)
{
if(!bm_is_valid(bm_handle))
return -1;
for(int i = 0; i < TM_NUM_TYPES; i++)
{
if (this->textures[i].GetTexture() == bm_handle)
return i;
}
return -1;
}
int texture_map::FindTexture(char *fname)
{
if(fname == NULL || !strlen(fname))
return -1;
char buf[NAME_LENGTH];
for(int i = 0; i < TM_NUM_TYPES; i++)
{
bm_get_filename(this->textures[i].GetTexture(), buf);
if (!strextcmp(buf, fname)) {
return i;
}
}
return -1;
}
void texture_map::PageIn()
{
for(int i = 0; i < TM_NUM_TYPES; i++)
this->textures[i].PageIn();
}
void texture_map::PageOut(bool release)
{
for(int i = 0; i < TM_NUM_TYPES; i++)
this->textures[i].PageOut(release);
}
void texture_map::Reset()
{
for(int i = 0; i < TM_NUM_TYPES; i++)
this->textures[i].ResetTexture();
}