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fs2open.github.com/code/object/objectsort.cpp
T
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00

434 lines
11 KiB
C++

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