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synced 2026-11-09 04:49:39 -10:00
There is nothing specific to OpenGL in that code anymore since it's all handled in the shaders at this point. This will make the lighting information available in the normal graphics code which allows to use those values when filling the uniform buffer for the model rendering.
435 lines
11 KiB
C++
435 lines
11 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include <algorithm>
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#include <list>
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#include <vector>
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#include "asteroid/asteroid.h"
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#include "cmdline/cmdline.h"
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#include "debris/debris.h"
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#include "graphics/light.h"
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#include "jumpnode/jumpnode.h"
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#include "mission/missionparse.h"
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#include "model/modelrender.h"
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#include "nebula/neb.h"
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#include "object/object.h"
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#include "scripting/scripting.h"
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#include "render/3d.h"
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#include "render/batching.h"
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#include "ship/ship.h"
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#include "tracing/tracing.h"
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#include "weapon/weapon.h"
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class sorted_obj
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{
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public:
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object *obj; // a pointer to the original object
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float z, min_z, max_z; // The object's z values relative to viewer
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sorted_obj() :
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obj(NULL), z(0.0f), min_z(0.0f), max_z(1.0f)
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{
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}
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bool operator < (const sorted_obj &other) const;
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};
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inline bool sorted_obj::operator < (const sorted_obj &other) const
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{
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int model_num_a = -1;
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int model_num_b = -1;
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if ( obj->type == OBJ_SHIP ) {
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ship_info *sip = &Ship_info[Ships[obj->instance].ship_info_index];
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model_num_a = sip->model_num;
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} else if ( obj->type == OBJ_WEAPON ){
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weapon_info *wip;
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wip = &Weapon_info[Weapons[obj->instance].weapon_info_index];
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if ( wip->render_type == WRT_POF ) {
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model_num_a = wip->model_num;
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}
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} else if ( obj->type == OBJ_DEBRIS ) {
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debris *db;
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db = &Debris[obj->instance];
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model_num_a = db->model_num;
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} else if ( obj->type == OBJ_ASTEROID ) {
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asteroid *asp;
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asp = &Asteroids[obj->instance];
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model_num_a = Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype];
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}
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if ( other.obj->type == OBJ_SHIP ) {
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ship_info *sip = &Ship_info[Ships[other.obj->instance].ship_info_index];
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model_num_b = sip->model_num;
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} else if ( other.obj->type == OBJ_WEAPON ){
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weapon_info *wip;
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wip = &Weapon_info[Weapons[other.obj->instance].weapon_info_index];
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if ( wip->render_type == WRT_POF ) {
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model_num_b = wip->model_num;
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}
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} else if ( other.obj->type == OBJ_DEBRIS ) {
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debris *db;
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db = &Debris[other.obj->instance];
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model_num_b = db->model_num;
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} else if ( other.obj->type == OBJ_ASTEROID ) {
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asteroid *asp;
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asp = &Asteroids[other.obj->instance];
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model_num_b = Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype];
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}
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if ( model_num_a == model_num_b ) {
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return (max_z > other.max_z);
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}
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return model_num_a < model_num_b;
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}
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SCP_vector<sorted_obj> Sorted_objects;
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SCP_vector<object*> effect_ships;
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SCP_vector<object*> transparent_objects;
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bool object_had_transparency = false;
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// Used to (fairly) quicky find the 8 extreme
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// points around an object.
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vec3d check_offsets[8] = {
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{ { { -1.0f, -1.0f, -1.0f } } },
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{ { { -1.0f, -1.0f, 1.0f } } },
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{ { { -1.0f, 1.0f, -1.0f } } },
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{ { { -1.0f, 1.0f, 1.0f } } },
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{ { { 1.0f, -1.0f, -1.0f } } },
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{ { { 1.0f, -1.0f, 1.0f } } },
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{ { { 1.0f, 1.0f, -1.0f } } },
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{ { { 1.0f, 1.0f, 1.0f } } }
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};
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// See if an object is in the view cone.
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// Returns:
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// 0 if object isn't in the view cone
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// 1 if object is in cone
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// This routine could possibly be optimized. Right now, for an
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// offscreen object, it has to rotate 8 points to determine it's
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// offscreen. Not the best considering we're looking at a sphere.
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int obj_in_view_cone( object * objp )
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{
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int i;
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vec3d tmp,pt;
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ubyte codes;
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// Center isn't in... are other points?
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ubyte and_codes = 0xff;
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for (i=0; i<8; i++ ) {
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vm_vec_scale_add( &pt, &objp->pos, &check_offsets[i], objp->radius );
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codes=g3_rotate_vector(&tmp,&pt);
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if ( !codes ) {
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//mprintf(( "A point is inside, so render it.\n" ));
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return 1; // this point is in, so return 1
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}
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and_codes &= codes;
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}
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if (and_codes) {
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//mprintf(( "All points offscreen, so don't render it.\n" ));
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return 0; //all points off screen
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}
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//mprintf(( "All points inside, so render it, but doesn't need clipping.\n" ));
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return 1;
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}
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inline bool obj_render_is_model(object *obj)
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{
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return obj->type == OBJ_SHIP
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|| (obj->type == OBJ_WEAPON
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&& Weapon_info[Weapons[obj->instance].weapon_info_index].render_type == WRT_POF)
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|| obj->type == OBJ_ASTEROID
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|| obj->type == OBJ_DEBRIS
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|| obj->type == OBJ_JUMP_NODE;
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}
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// Sorts all the objects by Z and renders them
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void obj_render_all(void (*render_function)(object *objp), bool *draw_viewer_last )
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{
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object *objp;
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int i;
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float fog_near, fog_far;
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#ifdef DYN_CLIP_DIST
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float closest_obj = Max_draw_distance;
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float farthest_obj = Min_draw_distance;
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#endif
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objp = Objects;
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for (i=0;i<=Highest_object_index;i++,objp++) {
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if ( (objp->type != OBJ_NONE) && (objp->flags[Object::Object_Flags::Renders]) ) {
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objp->flags.remove(Object::Object_Flags::Was_rendered);
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if ( obj_in_view_cone(objp) ) {
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sorted_obj osp;
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osp.obj = objp;
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vec3d to_obj;
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vm_vec_sub( &to_obj, &objp->pos, &Eye_position );
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osp.z = vm_vec_dot( &Eye_matrix.vec.fvec, &to_obj );
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/*
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if ( objp->type == OBJ_SHOCKWAVE )
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osp.z -= 2*objp->radius;
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*/
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// Make warp in effect draw after any ship in it
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if ( objp->type == OBJ_FIREBALL ) {
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//if ( fireball_is_warp(objp) ) {
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osp.z -= 2*objp->radius;
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//}
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}
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osp.min_z = osp.z - objp->radius;
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osp.max_z = osp.z + objp->radius;
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Sorted_objects.push_back(osp);
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#ifdef DYN_CLIP_DIST
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if(objp != Viewer_obj)
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{
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if(osp->min_z < closest_obj)
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closest_obj = osp->min_z;
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if(osp->max_z > farthest_obj)
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farthest_obj = osp->max_z;
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}
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#endif
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}
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}
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}
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if ( Sorted_objects.empty() )
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return;
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std::sort(Sorted_objects.begin(), Sorted_objects.end());
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#ifdef DYN_CLIP_DIST
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if(closest_obj < Min_draw_distance)
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closest_obj = Min_draw_distance;
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if(farthest_obj > Max_draw_distance)
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farthest_obj = Max_draw_distance;
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gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, closest_obj, farthest_obj);
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gr_set_view_matrix(&Eye_position, &Eye_matrix);
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#endif
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gr_zbuffer_set( GR_ZBUFF_FULL );
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bool full_neb = ((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running);
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bool c_viewer = (!Viewer_mode || (Viewer_mode & VM_PADLOCK_ANY) || (Viewer_mode & VM_OTHER_SHIP) || (Viewer_mode & VM_TRACK));
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// now draw them
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// only render models in this loop in order to minimize state changes
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SCP_vector<sorted_obj>::iterator os;
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for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) {
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object *obj = os->obj;
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obj->flags.set(Object::Object_Flags::Was_rendered);
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//This is for ship cockpits. Bobb, feel free to optimize this any way you see fit
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if ( (obj == Viewer_obj)
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&& (obj->type == OBJ_SHIP)
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&& c_viewer
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&& (Ship_info[Ships[obj->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model]) )
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{
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(*draw_viewer_last) = true;
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continue;
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}
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// if we're fullneb, fire up the fog - this also generates a fog table
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if (full_neb) {
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// get the fog values
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neb2_get_adjusted_fog_values(&fog_near, &fog_far, obj);
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// only reset fog if the fog mode has changed - since regenerating a fog table takes
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// a bit of time
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if((fog_near != gr_screen.fog_near) || (fog_far != gr_screen.fog_far)){
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gr_fog_set(GR_FOGMODE_FOG, gr_screen.current_fog_color.red, gr_screen.current_fog_color.green, gr_screen.current_fog_color.blue, fog_near, fog_far);
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}
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// maybe skip rendering an object because its obscured by the nebula
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if(neb2_skip_render(obj, os->z)){
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continue;
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}
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}
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if ( obj_render_is_model(obj) ) {
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if( ((obj->type == OBJ_SHIP) && Ships[obj->instance].shader_effect_active) || (obj->type == OBJ_FIREBALL) )
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effect_ships.push_back(obj);
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else
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(*render_function)(obj);
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}
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if(object_had_transparency)
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{
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object_had_transparency = false;
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transparent_objects.push_back(obj);
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}
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}
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gr_deferred_lighting_end();
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// we're done rendering models so flush render states
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gr_clear_states();
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// render everything else that isn't a model
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for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) {
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object *obj = os->obj;
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obj->flags.set(Object::Object_Flags::Was_rendered);
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if ( obj_render_is_model(obj) )
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continue;
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// if we're fullneb, fire up the fog - this also generates a fog table
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if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running){
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// get the fog values
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neb2_get_adjusted_fog_values(&fog_near, &fog_far, obj);
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// only reset fog if the fog mode has changed - since regenerating a fog table takes
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// a bit of time
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if((GR_FOGMODE_FOG != gr_screen.current_fog_mode) || (fog_near != gr_screen.fog_near) || (fog_far != gr_screen.fog_far)) {
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gr_fog_set(GR_FOGMODE_FOG, gr_screen.current_fog_color.red, gr_screen.current_fog_color.green, gr_screen.current_fog_color.blue, fog_near, fog_far);
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}
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// maybe skip rendering an object because its obscured by the nebula
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if(neb2_skip_render(obj, os->z)){
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continue;
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}
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}
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(*render_function)(obj);
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}
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Sorted_objects.clear();
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batching_render_all();
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batching_render_all(true);
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// if we're fullneb, switch off the fog effet
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if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE)){
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gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
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}
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}
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void obj_render_queue_all()
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{
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GR_DEBUG_SCOPE("Render all objects");
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TRACE_SCOPE(tracing::RenderScene);
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object *objp;
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int i;
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model_draw_list scene;
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objp = Objects;
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gr_deferred_lighting_begin();
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scene.init();
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for ( i = 0; i <= Highest_object_index; i++,objp++ ) {
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if ( (objp->type != OBJ_NONE) && ( objp->flags [Object::Object_Flags::Renders] ) ) {
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objp->flags.remove(Object::Object_Flags::Was_rendered);
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if ( !obj_in_view_cone(objp) ) {
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continue;
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}
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if ( (The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE) && !Fred_running ) {
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vec3d to_obj;
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vm_vec_sub( &to_obj, &objp->pos, &Eye_position );
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float z = vm_vec_dot( &Eye_matrix.vec.fvec, &to_obj );
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if ( neb2_skip_render(objp, z) ){
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continue;
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}
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}
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if ( obj_render_is_model(objp) ) {
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if( (objp->type == OBJ_SHIP) && Ships[objp->instance].shader_effect_active ) {
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effect_ships.push_back(objp);
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continue;
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}
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}
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objp->flags.set(Object::Object_Flags::Was_rendered);
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obj_queue_render(objp, &scene);
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}
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}
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scene.init_render();
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scene.render_all(ZBUFFER_TYPE_FULL);
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gr_zbuffer_set(ZBUFFER_TYPE_READ);
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gr_zbias(0);
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gr_set_cull(0);
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gr_clear_states();
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gr_set_fill_mode(GR_FILL_MODE_SOLID);
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gr_deferred_lighting_end();
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gr_deferred_lighting_finish();
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gr_zbuffer_set(ZBUFFER_TYPE_READ);
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gr_reset_lighting();
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gr_set_lighting(false, false);
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// now render transparent meshes
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scene.render_all(ZBUFFER_TYPE_READ);
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scene.render_all(ZBUFFER_TYPE_NONE);
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// render electricity effects and insignias
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scene.render_outlines();
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scene.render_insignias();
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scene.render_arcs();
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gr_zbuffer_set(ZBUFFER_TYPE_READ);
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gr_zbias(0);
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gr_set_cull(0);
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gr_set_fill_mode(GR_FILL_MODE_SOLID);
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gr_clear_states();
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gr_reset_lighting();
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gr_set_lighting(false, false);
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// if we're fullneb, switch off the fog effet
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if((The_mission.flags[Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE)){
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gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
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}
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batching_render_all();
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gr_zbias(0);
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gr_zbuffer_set(ZBUFFER_TYPE_READ);
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gr_set_cull(0);
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gr_set_fill_mode(GR_FILL_MODE_SOLID);
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gr_clear_states();
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gr_reset_lighting();
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gr_set_lighting(false, false);
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}
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