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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.
*
*/
#include "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "ddsutils/ddsutils.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "jpgutils/jpgutils.h"
#include "math/bitarray.h"
#include "mission/missionparse.h"
#include "nebula/neb.h"
#include "object/object.h"
#include "options/Option.h"
#include "parse/parselo.h"
#include "pcxutils/pcxutils.h"
#include "render/3d.h"
#include "render/batching.h"
#include "ship/ship.h"
#include "starfield/starfield.h"
#include "tgautils/tgautils.h"
#include "tracing/tracing.h"
#include "graphics/light.h"
// --------------------------------------------------------------------------------------------------------
// NEBULA DEFINES/VARS
//
bool Nebula_sexp_used = false;
ubyte Neb2_fog_color[3] = { 0,0,0 };
// #define NEB2_THUMBNAIL
/*
3D CARDS THAT FOG PROPERLY
Voodoo1
Voodoo2
G200
TNT
3D CARDS THAT DON'T FOG PROPERLY
Permedia2
AccelStar II
*/
// if nebula rendering is active (DCF stuff - not mission specific)
int Neb2_render_mode = NEB2_RENDER_NONE;
SCP_vector<poof_info> Poof_info;
float Poof_dist_threshold;
vec3d Poof_last_gen_pos;
SCP_vector<float> Poof_accum;
float Poof_density_multiplier;
const float UPKEEP_DIST_MULT = 1.2f;
const float PROBABLY_TOO_MANY_POOFS = 100000.0f;
// bit array of neb2 poofs
std::unique_ptr<ubyte> Neb2_poof_flags;
// array of neb2 bitmaps
SCP_vector<SCP_string> Neb2_bitmap_filenames;
// texture to use for this level
char Neb2_texture_name[MAX_FILENAME_LEN] = "";
float max_rotation = 3.75f;
float neb2_flash_fade = 0.3f;
//WMC - these were originally indexed to SHIP_TYPE_FIGHTER_BOMBER
const static float Default_fog_near = 10.0f;
const static float Default_fog_far = 750.0f;
// fog near and far values for rendering the background nebula
#define NEB_BACKG_FOG_NEAR_GLIDE 2.5f
#define NEB_BACKG_FOG_NEAR_D3D 4.5f
#define NEB_BACKG_FOG_FAR_GLIDE 10.0f
#define NEB_BACKG_FOG_FAR_D3D 10.0f
float Neb_backg_fog_near = NEB_BACKG_FOG_NEAR_GLIDE;
float Neb_backg_fog_far = NEB_BACKG_FOG_FAR_GLIDE;
// stats
int pneb_tried = 0; // total pnebs tried to render
int pneb_tossed_alpha = 0; // pnebs tossed because of alpha optimization
int pneb_tossed_dot = 0; // pnebs tossed because of dot product
int pneb_tossed_off = 0; // pnebs tossed because of being offscree
int neb_tried = 0; // total nebs tried
int neb_tossed_alpha = 0; // nebs tossed because of alpha
int neb_tossed_dot = 0; // nebs tossed because of dot product
int neb_tossed_count = 0; // nebs tossed because of max render count
// the AWACS suppression level for the nebula
float Neb2_awacs = -1.0f;
// The visual render distance multipliers for the nebula
float Neb2_fog_near_mult = 1.0f;
float Neb2_fog_far_mult = 1.0f;
// this is the percent of visibility at the fog far distance
const float NEB_FOG_FAR_PCT = 0.1f;
float Neb2_fog_visibility_trail = 1.0f;
float Neb2_fog_visibility_thruster = 1.5f;
float Neb2_fog_visibility_weapon = 1.3f;
float Neb2_fog_visibility_shield = 1.2f;
float Neb2_fog_visibility_glowpoint = 1.2f;
float Neb2_fog_visibility_beam_const = 4.0f;
float Neb2_fog_visibility_beam_scaled_factor = 0.1f;
float Neb2_fog_visibility_particle_const = 1.0f;
float Neb2_fog_visibility_particle_scaled_factor = 1.0f / 12.0f;
float Neb2_fog_visibility_shockwave = 2.5f;
float Neb2_fog_visibility_fireball_const = 1.2f;
float Neb2_fog_visibility_fireball_scaled_factor = 1.0f / 12.0f;
SCP_vector<poof> Neb2_poofs;
int Neb2_background_color[3] = {0, 0, 255}; // rgb background color (used for lame rendering)
const SCP_vector<std::pair<int, std::pair<const char*, int>>> DetailLevelValues = {{ 0, {"Minimum", 1680}},
{ 1, {"Low", 1160}},
{ 2, {"Medium", 1161}},
{ 3, {"High", 1162}},
{ 4, {"Ultra", 1721}}};
const auto NebulaDetailOption __UNUSED = options::OptionBuilder<int>("Graphics.NebulaDetail",
std::pair<const char*, int>{"Nebula Detail", 1361},
std::pair<const char*, int>{"Detail level of nebulas", 1697})
.category(std::make_pair("Graphics", 1825))
.values(DetailLevelValues)
.default_val(MAX_DETAIL_LEVEL)
.importance(7)
.change_listener([](int val, bool) {
Detail.nebula_detail = val;
return true;
})
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
// --------------------------------------------------------------------------------------------------------
// NEBULA FORWARD DECLARATIONS
//
// do a pre-render of the background nebula
void neb2_pre_render(camid cid);
// fill in the position of the eye for this frame
void neb2_get_eye_pos(vec3d *eye_vector);
// fill in the eye orient for this frame
void neb2_get_eye_orient(matrix *eye_matrix);
// --------------------------------------------------------------------------------------------------------
// NEBULA FUNCTIONS
//
static poof_info* get_nebula_poof_pointer(char* nebula_name)
{
for (size_t i = 0; i < Poof_info.size(); i++) {
if (!stricmp(nebula_name, Poof_info[i].name)) {
return &Poof_info[i];
}
}
// Didn't find anything.
return nullptr;
}
void parse_nebula_table(const char* filename)
{
char name[MAX_FILENAME_LEN];
try
{
// read in the nebula.tbl
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// background bitmaps
while (!optional_string("#end")) {
// nebula
optional_string("+Nebula:");
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
if (!generic_bitmap_exists(name) && !generic_anim_exists(name)) {
error_display(0, "Nebula bitmap %s was not found!, skipping!", name);
continue;
}
Neb2_bitmap_filenames.push_back(name);
}
// allow modular tables to not define poofs
if (Parsing_modular_table && check_for_eof())
return;
// poofs
while (required_string_one_of(3, "#end", "+Poof:", "$Name:")) {
bool create_if_not_found = true;
poof_info pooft;
poof_info* poofp;
bool poof_new = true;
if (optional_string("+Poof:")) { // retail style
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
strcpy_s(pooft.bitmap_filename, name);
strcpy_s(pooft.name, name);
if (!generic_bitmap_exists(pooft.bitmap_filename) && !generic_anim_exists(pooft.bitmap_filename)) {
error_display(0, "Bitmap defined for nebula poof %s was not found. Skipping!", pooft.name);
continue;
}
generic_anim_init(&pooft.bitmap, name);
Poof_info.push_back(pooft);
} else if (optional_string("$Name:")) { // new style
stuff_string(pooft.name, F_NAME, NAME_LENGTH);
if (optional_string("+nocreate")) {
if (!Parsing_modular_table) {
Warning(LOCATION, "+nocreate flag used for nebula poof in non-modular table\n");
}
create_if_not_found = false;
}
// Does this poof exist already?
// If so, load this new info into it
poofp = get_nebula_poof_pointer(pooft.name);
if (poofp != nullptr) {
if (!Parsing_modular_table) {
error_display(1,
"Error: Nebula Poof %s already exists. All nebula poof names must be unique.",
pooft.name);
}
poof_new = false;
} else {
// Don't create poof if it has +nocreate and is in a modular table.
if (!create_if_not_found && Parsing_modular_table) {
if (!skip_to_start_of_string_either("$Name:", "#end")) {
error_display(1, "Missing [#end] or [$Name] after nebula poof %s", pooft.name);
}
continue;
}
Poof_info.push_back(pooft);
poofp = &Poof_info[Poof_info.size() - 1];
}
if (poof_new) {
required_string("$Bitmap:");
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
strcpy_s(poofp->bitmap_filename, name);
generic_anim_init(&poofp->bitmap, name);
} else {
if (optional_string("$Bitmap:")) {
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
strcpy_s(poofp->bitmap_filename, name);
generic_anim_init(&poofp->bitmap, name);
}
}
//We can't skip here because we'd have to back out the entire poof from the vector-Mjn
if (!generic_bitmap_exists(poofp->bitmap_filename) && !generic_anim_exists(poofp->bitmap_filename))
error_display(0, "Bitmap defined for nebula poof %s was not found!", poofp->name);
if (optional_string("$Scale:"))
poofp->scale = ::util::ParsedRandomFloatRange::parseRandomRange(0.01f, 100000.0f);
if (optional_string("$Density:")) {
stuff_float(&poofp->density);
if (poofp->density <= 0.0f) {
Warning(LOCATION, "Poof %s must have a density greater than 0.", poofp->name);
poofp->density = 150.0f;
}
poofp->density = 1 / (poofp->density * poofp->density * poofp->density);
}
if (optional_string("$Alignment:")) {
SCP_string type;
stuff_string(type, F_NAME);
if (!stricmp(type.c_str(), "VERTICAL"))
poofp->alignment = vmd_y_vector;
else
Warning(LOCATION, "Unrecognized alignment type '%s' for nebula poof %s", type.c_str(), poofp->name);
}
if (optional_string("$Rotation:"))
poofp->rotation = util::ParsedRandomFloatRange::parseRandomRange(-1000.0f, 1000.0f);
if (optional_string("$View Distance:")) {
stuff_float(&poofp->view_dist);
if (poofp->view_dist < 0.0f) {
Warning(LOCATION, "Poof %s must have a positive view distance.", poofp->name);
poofp->view_dist = 360.f;
}
float volume = PI * 4 / 3 * (poofp->view_dist * poofp->view_dist * poofp->view_dist);
if (volume * poofp->density > PROBABLY_TOO_MANY_POOFS) {
Warning(LOCATION, "Poof %s will have over 100,000 poofs on the field at once, and could cause serious performance issues. "
"Remember that as $Density decreases and $View Distance increases, the total number of "
"poofs increases exponentially.",
poofp->name);
}
}
if (optional_string("$Alpha:")) {
poofp->alpha = util::ParsedRandomFloatRange::parseRandomRange(0.0f, 1.0f);
}
}
}
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "nebula.tbl", e.what()));
return;
}
}
// initialize neb2 stuff at game startup
void neb2_init()
{
// first parse the default table
parse_nebula_table("nebula.tbl");
// parse any modular tables
parse_modular_table("*-neb.tbm", parse_nebula_table);
// align Poof_accum with Poof_info
Poof_accum.resize(Poof_info.size());
// set up bit string
Neb2_poof_flags.reset(new ubyte[calculate_num_bytes(Poof_info.size())]);
clear_all_bits(Neb2_poof_flags.get(), Poof_info.size());
}
// set the bits for poofs from a list of poof names
void neb2_set_poof_bits(const SCP_vector<SCP_string>& list)
{
clear_all_bits(Neb2_poof_flags.get(), Poof_info.size()); //Make absolutely sure flags are zero'd before we start adding to it-Mjn
for (const SCP_string& thisPoof : list) {
for (size_t i = 0; i < Poof_info.size(); i++) {
if (lcase_equal(Poof_info[i].name, thisPoof)) {
set_bit(Neb2_poof_flags.get(), i);
}
}
}
}
bool poof_is_used(size_t idx) {
return get_bit(Neb2_poof_flags.get(), idx) != 0;
}
void neb2_get_fog_color(ubyte *r, ubyte *g, ubyte *b)
{
if (r) *r = Neb2_fog_color[0];
if (g) *g = Neb2_fog_color[1];
if (b) *b = Neb2_fog_color[2];
}
void neb2_pre_level_init()
{
Neb2_awacs = -1.0f;
Neb2_fog_near_mult = 1.0f;
Neb2_fog_far_mult = 1.0f;
strcpy_s(Neb2_texture_name, "");
clear_all_bits(Neb2_poof_flags.get(), Poof_info.size());
strcpy_s(Mission_parse_storm_name, "none");
}
void neb2_level_init()
{
Nebula_sexp_used = false;
}
float nNf_near, nNf_density;
void neb2_poof_setup() {
if (!any_bits_set(Neb2_poof_flags.get(), Poof_info.size()))
return;
// make the total density of poofs be the average of all poofs, and each poofs density is its relative proportion compared to others
// this way we maintain the retail way of not affecting total density by having more poof types
float Poof_density_sum_square = 0.0f;
float Poof_density_sum = 0.0f;
// also determine the minimum distance before re-triggering a poof upkeep
Poof_dist_threshold = 9999.0f;
for (size_t i = 0; i < Poof_info.size(); i++) {
if (poof_is_used(i)) {
Poof_density_sum_square += Poof_info[i].density * Poof_info[i].density;
Poof_density_sum += Poof_info[i].density;
float dist_threshold = Poof_info[i].view_dist * (UPKEEP_DIST_MULT - 1.0f);
if (dist_threshold < Poof_dist_threshold)
Poof_dist_threshold = dist_threshold;
}
}
Poof_density_multiplier = Poof_density_sum_square / (Poof_density_sum * Poof_density_sum);
Poof_density_multiplier *= (Detail.nebula_detail + 0.5f) / (MAX_DETAIL_LEVEL + 0.5f); // scale the poofs down based on detail level
}
void neb2_generate_fog_color(const char *fog_color_palette, ubyte fog_color[])
{
// Set a default colour just in case something goes wrong
fog_color[0] = 30;
fog_color[1] = 52;
fog_color[2] = 157;
if (!fog_color_palette || !strlen(fog_color_palette))
return;
auto fog_data = new ubyte[768];
if (pcx_read_header(fog_color_palette, nullptr, nullptr, nullptr, nullptr, fog_data) == PCX_ERROR_NONE) {
// based on the palette, get an average color value (this doesn't really account for actual pixel usage though)
ushort r = 0, g = 0, b = 0, pcount = 0;
for (int idx = 0; idx < 768; idx += 3) {
if (fog_data[idx] || fog_data[idx+1] || fog_data[idx+2]) {
r = r + fog_data[idx];
g = g + fog_data[idx+1];
b = b + fog_data[idx+2];
pcount++;
}
}
if (pcount > 0) {
fog_color[0] = (ubyte)(r / pcount);
fog_color[1] = (ubyte)(g / pcount);
fog_color[2] = (ubyte)(b / pcount);
} else {
// it's just black
fog_color[0] = fog_color[1] = fog_color[2] = 0;
}
}
// done, now free up the palette data
delete[] fog_data;
}
// initialize nebula stuff - call from game_post_level_init(), so the mission has been loaded
void neb2_post_level_init(bool fog_color_override)
{
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// Skip actual rendering if we're in FRED.
if (Fred_running)
{
Neb2_render_mode = NEB2_RENDER_NONE;
return;
}
// if the mission is not a fullneb mission, skip
if ( !((The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used) ) {
Neb2_render_mode = NEB2_RENDER_NONE;
Neb2_awacs = -1.0f;
return;
}
// OK, lets try something a bit more interesting
if (!fog_color_override && strlen(Neb2_texture_name)) {
neb2_generate_fog_color(Neb2_texture_name, Neb2_fog_color);
}
Neb2_render_mode = NEB2_RENDER_HTL;
// load in all nebula bitmaps
for (poof_info &pinfo : Poof_info) {
if (pinfo.bitmap.first_frame < 0) {
if (generic_anim_load(&pinfo.bitmap)) {
// fall back to non-animated type
pinfo.bitmap.first_frame = bm_load(pinfo.bitmap_filename);
if (pinfo.bitmap.first_frame >= 0) {
pinfo.bitmap.num_frames = 1;
pinfo.bitmap.total_time = 1.0f;
} else {
mprintf(("Could not find a usable bitmap for nebula poof '%s'!\n", pinfo.name));
Warning(LOCATION, "Could not find a usable bitmap (%s) for nebula poof '%s'!\n", pinfo.bitmap_filename, pinfo.name);
}
}
}
}
pneb_tried = 0;
pneb_tossed_alpha = 0;
pneb_tossed_dot = 0;
neb_tried = 0;
neb_tossed_alpha = 0;
neb_tossed_dot = 0;
neb_tossed_count = 0;
// setup proper fogging values
Neb_backg_fog_near = NEB_BACKG_FOG_NEAR_D3D;
Neb_backg_fog_far = NEB_BACKG_FOG_FAR_D3D;
// if we are going to use fullneb, but aren't fullneb yet, then be sure to reset our mode
if ( !(The_mission.flags[Mission::Mission_Flags::Fullneb]) ) {
Neb2_render_mode = NEB2_RENDER_NONE;
Neb2_awacs = -1.0f;
}
// set the mission fog near dist and density
float fog_far;
neb2_get_adjusted_fog_values(&nNf_near, &fog_far, &nNf_density, nullptr);
for (float& accum : Poof_accum)
accum = 0.0f;
// a bit awkward but this will force a full sphere gen
vm_vec_make(&Poof_last_gen_pos, 999999.0f, 999999.0f, 999999.0f);
neb2_poof_setup();
}
// shutdown nebula stuff
void neb2_level_close()
{
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// if the mission is not a fullneb mission, skip
if ( !((The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used) ) {
return;
}
// unload all nebula bitmaps
for (poof_info& pinfo : Poof_info) {
if (pinfo.bitmap.first_frame >= 0) {
bm_release(pinfo.bitmap.first_frame);
pinfo.bitmap.first_frame = -1;
}
}
// clear da poofs
Neb2_poofs.clear();
// unflag the mission as being fullneb so stuff doesn't fog in the techdata room :D
The_mission.flags.remove(Mission::Mission_Flags::Fullneb);
}
// call before beginning all rendering
void neb2_render_setup(camid cid)
{
GR_DEBUG_SCOPE("Nebula Setup");
TRACE_SCOPE(tracing::SetupNebula);
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// if the mission is not a fullneb mission, skip
if ( !(The_mission.flags[Mission::Mission_Flags::Fullneb]) ) {
return;
}
if (Neb2_render_mode == NEB2_RENDER_HTL) {
// RT The background needs to be the same colour as the fog and this seems
// to be the ideal place to do it
ubyte tr = gr_screen.current_clear_color.red;
ubyte tg = gr_screen.current_clear_color.green;
ubyte tb = gr_screen.current_clear_color.blue;
neb2_get_fog_color(
&gr_screen.current_clear_color.red,
&gr_screen.current_clear_color.green,
&gr_screen.current_clear_color.blue);
gr_clear();
gr_screen.current_clear_color.red = tr;
gr_screen.current_clear_color.green = tg;
gr_screen.current_clear_color.blue = tb;
return;
}
// pre-render the real background nebula
neb2_pre_render(cid);
}
// level paging code
void neb2_page_in()
{
// load in all nebula bitmaps
if ( (The_mission.flags[Mission::Mission_Flags::Fullneb]) || Nebula_sexp_used ) {
for (size_t idx = 0; idx < Poof_info.size(); idx++) {
if (Poof_info[idx].bitmap.first_frame >= 0 && poof_is_used(idx)) {
bm_page_in_texture(Poof_info[idx].bitmap.first_frame);
}
}
}
}
// should we not render this object because its obscured by the nebula?
int neb_skip_opt = 0;
DCF(neb_skip, "Toggles culling of objects obscured by nebula")
{
neb_skip_opt = !neb_skip_opt;
if (neb_skip_opt) {
dc_printf("Using neb object skipping!\n");
} else {
dc_printf("Not using neb object skipping!\n");
}
}
int neb2_skip_render(object *objp, float z_depth)
{
float fog_near, fog_far, fog_density;
// if we're never skipping
if (!neb_skip_opt) {
return 0;
}
// get near and far fog values based upon object type and rendering mode
neb2_get_adjusted_fog_values(&fog_near, &fog_far, &fog_density);
float fog = pow(fog_density, z_depth - fog_near + objp->radius);
// by object type
switch( objp->type ) {
// some objects we always render
case OBJ_SHOCKWAVE:
case OBJ_JUMP_NODE:
case OBJ_NONE:
case OBJ_GHOST:
case OBJ_BEAM:
case OBJ_WAYPOINT:
return 0;
// any weapon over 500 meters away
// Use the "far" distance multiplier here
case OBJ_WEAPON:
if (fog < 0.05f) {
return 1;
}
break;
// any ship less than 3% visible at their closest point
case OBJ_SHIP:
if (fog < 0.03f)
return 1;
break;
// any fireball over the fog limit for small ships
case OBJ_FIREBALL:
return 0;
break;
// any debris over the fog limit for small ships
case OBJ_DEBRIS:
return 0;
break;
// any asteroid less than 3% visible at their closest point
case OBJ_ASTEROID:
if (fog < 0.03f)
return 1;
break;
// hmmm. unknown object type - should probably let it through
default:
Int3();
return 0;
}
return 0;
}
// extend LOD
float neb2_get_lod_scale(int objnum)
{
ship *shipp;
ship_info *sip;
// bogus
if ( (objnum < 0)
|| (objnum >= MAX_OBJECTS)
|| (Objects[objnum].type != OBJ_SHIP)
|| (Objects[objnum].instance < 0)
|| (Objects[objnum].instance >= MAX_SHIPS)) {
return 1.0f;
}
shipp = &Ships[Objects[objnum].instance];
sip = &Ship_info[shipp->ship_info_index];
// small ship?
if (sip->is_small_ship()) {
return 1.8f;
} else if (sip->is_big_ship()) {
return 1.4f;
}
// hmm
return 1.0f;
}
// --------------------------------------------------------------------------------------------------------
// NEBULA FORWARD DEFINITIONS
//
// return the alpha the passed poof should be rendered with, for a 2 shell nebula
float neb2_get_alpha_2shell(float alpha, float inner_radius, float outer_radius, float magic_num, vec3d *v)
{
float dist;
vec3d eye_pos;
// get the eye position
neb2_get_eye_pos(&eye_pos);
// determine what alpha to draw this bitmap with
// higher alpha the closer the bitmap gets to the eye
dist = vm_vec_dist_quick(&eye_pos, v);
// if the point is inside the inner radius, alpha is based on distance to the player's eye,
// becoming more transparent as it gets close
if (dist <= inner_radius) {
// alpha per meter between the magic # and the inner radius
alpha = alpha / (inner_radius - magic_num);
// above value times the # of meters away we are
alpha *= (dist - magic_num);
return alpha < 0.0f ? 0.0f : alpha;
}
// if the point is outside the inner radius, it starts out as completely transparent at max
// outer radius, and becomes more opaque as it moves towards inner radius
else if (dist <= outer_radius) {
// alpha per meter between the outer radius and the inner radius
alpha = alpha / (outer_radius - inner_radius);
// above value times the range between the outer radius and the poof
return alpha < 0.0f ? 0.0f : alpha * (outer_radius - dist);
}
// otherwise transparent
return 0.0f;
}
// Calculate the alpha multiplier for a poof type. This is used for fading in and out
void neb2_calc_poof_fades() {
for (size_t i = 0; i < Poof_info.size(); i++) {
poof_info* pinfo = &Poof_info[i];
if (pinfo->fade_duration > -1) {
// Initialize variables
if (pinfo->fade_start == TIMESTAMP::invalid()) {
pinfo->fade_start = _timestamp();
}
// Calculate the elapsed time in milliseconds
auto elapsedTime = timestamp_since(pinfo->fade_start);
// fade duration of 0 can be reasonably set to 1 to prevent divide by 0
if (pinfo->fade_duration == 0) {
pinfo->fade_duration = 1;
}
if (pinfo->fade_in) {
// Make sure to enable this poof type if we're fading it in
if (pinfo->fade_multiplier < 0) {
set_bit(Neb2_poof_flags.get(), i);
neb2_poof_setup();
}
pinfo->fade_multiplier = 0.0f + ((float)elapsedTime / pinfo->fade_duration);
} else {
pinfo->fade_multiplier = 1.0f - ((float)elapsedTime / pinfo->fade_duration);
}
// if we're finished then reset pf_info
if ((pinfo->fade_multiplier >= 1.0f && pinfo->fade_in) || (pinfo->fade_multiplier <= 0.0f && !pinfo->fade_in)) {
// turn off any faded out poof types
if (!pinfo->fade_in) {
clear_bit(Neb2_poof_flags.get(), i);
neb2_poof_setup();
}
// reset the values to default
pinfo->fade_duration = -1;
pinfo->fade_start = TIMESTAMP::invalid();
pinfo->fade_in = true;
pinfo->fade_multiplier = -1.0f;
}
}
}
}
// -------------------------------------------------------------------------------------------------
// WACKY LOCAL PLAYER NEBULA STUFF
//
void neb2_toggle_poof(int poof_idx, bool enabling) {
if (enabling) set_bit(Neb2_poof_flags.get(), poof_idx);
else clear_bit(Neb2_poof_flags.get(), poof_idx);
Neb2_poofs.clear();
// a bit awkward but this will force a full sphere gen
vm_vec_make(&Poof_last_gen_pos, 999999.0f, 999999.0f, 999999.0f);
neb2_poof_setup();
}
void neb2_fade_poofs(int poof_idx, int time, bool type)
{
poof_info* pinfo = &Poof_info[poof_idx];
pinfo->fade_duration = time;
pinfo->fade_in = type;
}
void new_poof(size_t poof_info_idx, vec3d* pos) {
poof new_poof;
poof_info* pinfo = &Poof_info[poof_info_idx];
new_poof.poof_info_index = poof_info_idx;
new_poof.flash = 0;
new_poof.radius = pinfo->scale.next();
new_poof.pt = *pos;
new_poof.rot_speed = fl_radians(pinfo->rotation.next());
new_poof.alpha = pinfo->alpha.next();
new_poof.anim_time = frand_range(0.0f, pinfo->bitmap.total_time);
if (pinfo->alignment == vmd_zero_vector)
vm_vec_rand_vec(&new_poof.up_vec);
else
new_poof.up_vec = pinfo->alignment;
Neb2_poofs.push_back(new_poof);
}
static uint neb_rand_seed = 0;
void upkeep_poofs()
{
vec3d eye_pos;
neb2_get_eye_pos(&eye_pos);
// cull distant poofs
if (!Neb2_poofs.empty()) {
for (size_t i = 0; i < Neb2_poofs.size();) {
// If the poof type is not used or if the poof is too far then cull it
if (!poof_is_used(Neb2_poofs[i].poof_info_index) || (
vm_vec_dist(&Neb2_poofs[i].pt, &eye_pos) >
Poof_info[Neb2_poofs[i].poof_info_index].view_dist * UPKEEP_DIST_MULT)) {
Neb2_poofs[i] = Neb2_poofs.back();
Neb2_poofs.pop_back();
}
else // if we needed to cull we should not advance because we just moved a new poof into this spot
i++;
}
}
neb_rand_seed = 0;
// make new poofs
for (size_t i = 0; i < Poof_info.size(); i++) {
if (!poof_is_used(i))
continue;
poof_info* pinfo = &Poof_info[i];
float gen_side_length = (pinfo->view_dist * UPKEEP_DIST_MULT) * 2;
float gen_density = pinfo->density * Poof_density_multiplier;
float poofs_to_gen = gen_side_length * gen_side_length * gen_side_length * gen_density;
// store the fractional part, take the integer part
Poof_accum[i] = modff(Poof_accum[i] + (poofs_to_gen), &poofs_to_gen);
for (int j = 0; j < poofs_to_gen; j++) {
vec3d pos = eye_pos;
vec3d offset = eye_pos / gen_side_length;
vec3d rand_pos = vm_well_distributed_rand_vec(neb_rand_seed, &offset);
neb_rand_seed++;
rand_pos.xyz.x *= gen_side_length / 2;
rand_pos.xyz.y *= gen_side_length / 2;
rand_pos.xyz.z *= gen_side_length / 2;
pos += rand_pos;
// we generated poofs in a cube, now keep only those that are within the view sphere, and weren't within the last view sphere
// not terribly efficient but very simple
if (vm_vec_dist(&eye_pos, &pos) <= (gen_side_length / 2) &&
vm_vec_dist(&Poof_last_gen_pos, &pos) > (gen_side_length / 2))
new_poof(i, &pos);
}
}
}
void neb2_render_poofs()
{
GR_DEBUG_SCOPE("Nebula render player");
TRACE_SCOPE(tracing::DrawPoofs);
vertex p, ptemp;
float alpha;
vec3d eye_pos;
matrix eye_orient;
// standalone servers can bail here
if (Game_mode & GM_STANDALONE_SERVER) {
return;
}
// if the mission is not a fullneb mission, skip
if (!(The_mission.flags[Mission::Mission_Flags::Fullneb])) {
return;
}
memset(&p, 0, sizeof(p));
memset(&ptemp, 0, sizeof(ptemp));
// upkeep poof fade stuff
neb2_calc_poof_fades();
// get eye position and orientation
neb2_get_eye_pos(&eye_pos);
neb2_get_eye_orient(&eye_orient);
// maybe swap stuff around if the player crossed the dist threshold
if (vm_vec_dist(&eye_pos, &Poof_last_gen_pos) > Poof_dist_threshold) {
upkeep_poofs();
Poof_last_gen_pos = eye_pos;
}
// if we've switched nebula rendering off
if (Neb2_render_mode == NEB2_RENDER_NONE) {
return;
}
// render the nebula
for (poof &pf : Neb2_poofs) {
poof_info* pinfo = &Poof_info[pf.poof_info_index];
// Miss this one out if the id is -1
if (pinfo->bitmap.first_frame < 0)
continue;
// It's possible for some faded-out poofs to get rendered after a poof type has finished a fade out
// and reset it's multiplier but before the poof is culled from the poof vector. So this small safety
// prevents them from flickering.
if (!poof_is_used(pf.poof_info_index)) {
continue;
}
// do animation upkeep
int framenum = 0;
if (pinfo->bitmap.num_frames > 1) {
pf.anim_time += flFrametime;
framenum = bm_get_anim_frame(pinfo->bitmap.first_frame, pf.anim_time, pinfo->bitmap.total_time, true);
}
// generate the bitmap orient
// If the bitmap is large and distant and points in the view fvec direction (like retail poofs do) this looks good when moving,
// but bad when you rotate (since the bitmaps rotate in place with you, which looks weird).
// Conversely, if the bitmap is close and small (like retail size-ish) and points at the view position, it looks good
// when rotating (since the bitmaps remain static) but bad when moving (as they rotate in place to continue pointing at you)
//
// So blend between the two styles based on promixity and size, since distant (relative to their size) bitmaps
// are more affected by rotating than moving and close bitmaps are vice versa
// We will scale the bitmap direction from the view position to "off to infinity" in the negative view fvec direction - Asteroth
matrix orient;
vec3d view_pos;
{
float scalar = -1 / powf((vm_vec_dist(&eye_pos, &pf.pt) / (10 * pf.radius)), 3.f);
if (pinfo->alignment != vmd_zero_vector)
scalar = 0.0f;
vm_vec_scale_add(&view_pos, &eye_pos, &eye_orient.vec.fvec, scalar);
view_pos -= pf.pt;
if (pinfo->alignment != vmd_zero_vector)
vm_project_point_onto_plane(&view_pos, &view_pos, &pinfo->alignment, &vmd_zero_vector);
vm_vec_normalize(&view_pos);
vm_vector_2_matrix(&orient, &view_pos, &pf.up_vec, nullptr);
}
// update the poof's up vector to be perpindicular to the camera and also rotated by however much its rotating
vec3d poof_direction;
vm_vec_normalized_dir(&poof_direction, &pf.pt, &eye_pos);
vm_project_point_onto_plane(&pf.up_vec, &pf.up_vec, &view_pos, &vmd_zero_vector);
vm_vec_normalize(&pf.up_vec);
vm_rot_point_around_line(&pf.up_vec, &pf.up_vec, pf.rot_speed * flFrametime, &vmd_zero_vector, &view_pos);
// optimization 1 - don't draw backfacing poly's
if (vm_vec_dot_to_point(&eye_orient.vec.fvec, &eye_pos, &pf.pt) <= 0.0f)
continue;
// get the proper alpha value
alpha = neb2_get_alpha_2shell(pf.alpha, pf.radius, pinfo->view_dist, pf.radius/4, &pf.pt);
if (pinfo->fade_duration > -1) {
alpha = alpha * pinfo->fade_multiplier;
}
// optimization 2 - don't draw 0.0f or less poly's
// this amounts to big savings
if (alpha <= 0.0f)
continue;
// render!
batching_add_volume_polygon(pinfo->bitmap.first_frame + framenum, &pf.pt, &orient, pf.radius, pf.radius, alpha);
}
// gr_set_color_fast(&Color_bright_red);
// gr_printf(30, 100, "Area %.3f", total_area);
#ifdef NEB2_THUMBNAIL
extern int tbmap;
if (tbmap != -1) {
gr_set_bitmap(tbmap);
gr_bitmap(0, 0);
}
#endif
}
/*
//Object types
#define OBJ_NONE 0 //unused object
#define OBJ_SHIP 1 //a ship
#define OBJ_WEAPON 2 //a laser, missile, etc
#define OBJ_FIREBALL 3 //an explosion
#define OBJ_START 4 //a starting point marker (player start, etc)
#define OBJ_WAYPOINT 5 //a waypoint object, maybe only ever used by Fred
#define OBJ_DEBRIS 6 //a flying piece of ship debris
#define OBJ_CMEASURE 7 //a countermeasure, such as chaff
#define OBJ_GHOST 8 //so far, just a placeholder for when a player dies.
#define OBJ_POINT 9 //generic object type to display a point in Fred.
#define OBJ_SHOCKWAVE 10 // a shockwave
#define OBJ_WING 11 // not really a type used anywhere, but I need it for Fred.
#define OBJ_OBSERVER 12 // used for multiplayer observers (possibly single player later)
#define OBJ_ASTEROID 13 // An asteroid, you know, a big rock, like debris, sort of.
#define OBJ_JUMP_NODE 14 // A jump node object, used only in Fred.
#define OBJ_BEAM 15 // beam weapons. we have to roll them into the object system to get the benefits of the collision pairs
*/
// get near and far fog values based upon object type and rendering mode
void neb2_get_fog_values(float *fnear, float *ffar, object *objp)
{
int type_index = -1;
//use defaults
*fnear = Default_fog_near;
*ffar = Default_fog_far;
if (objp == NULL) {
return;
}
// determine what fog index to use
if(objp->type == OBJ_SHIP) {
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
if((objp->instance >= 0) && (objp->instance < MAX_SHIPS)) {
type_index = ship_query_general_type(objp->instance);
if(type_index > 0) {
*fnear = Ship_types[type_index].fog_start_dist;
*ffar = Ship_types[type_index].fog_complete_dist;
}
}
} else if (objp->type == OBJ_FIREBALL) { //mostly here for the warp effect
*fnear = objp->radius*2;
*ffar = (objp->radius*objp->radius*200)+objp->radius*200;
return;
}
}
// This version of the function allows for global adjustment to fog values
void neb2_get_adjusted_fog_values(float *fnear, float *ffar, float *fdensity, object *objp)
{
neb2_get_fog_values(fnear, ffar, objp);
// Multiply fog distances by mission multipliers
*fnear *= Neb2_fog_near_mult;
*ffar *= Neb2_fog_far_mult;
// Avoide divide-by-zero
if ((*fnear - *ffar) == 0)
*ffar = *fnear + 1.0f;
if (fdensity != nullptr)
*fdensity = powf(NEB_FOG_FAR_PCT, 1 / (*ffar - *fnear));
}
// given a position, returns 0 - 1 the fog visibility of that position, 0 = completely obscured
// distance_mult will multiply the result, use for things that can be obscured but can 'shine through' the nebula more than normal
float neb2_get_fog_visibility(const vec3d *pos, float distance_mult)
{
float pct;
// get the fog pct
pct = powf(nNf_density, (vm_vec_dist(&Eye_position, pos) - nNf_near) / distance_mult);
CLAMP(pct, 0.0f, 1.0f);
return pct;
}
bool nebula_handle_alpha(float& alpha, const vec3d* pos, float distance_mult) {
if (The_mission.flags[Mission::Mission_Flags::Fullneb]) {
alpha *= neb2_get_fog_visibility(pos, distance_mult);
return true;
}
else if (The_mission.volumetrics) {
alpha *= The_mission.volumetrics->getAlphaToPos(*pos, distance_mult);
return true;
}
return false;
}
// fogging stuff --------------------------------------------------------------------
// do a pre-render of the background nebula
#define ESIZE 32
ubyte tpixels[ESIZE * ESIZE * 4]; // for 32 bits
int last_esize = -1;
int this_esize = ESIZE;
float ex_scale, ey_scale;
int tbmap = -1;
// UnknownPlayer : Contained herein, the origins of the nebula rendering bug!
// I am really not entirely sure what this code achieves, but the old
// D3D calls were the cause of the nebula bug - they have been commented out.
// If you want to save some rendering time, I would suggest maybe kill this off.
// It doesn't use much, but it APPEARS to be fairly useless unless someone wants
// to enlighten me.
//
void neb2_pre_render(camid cid)
{
// if the mission is not a fullneb mission, skip
if (!(The_mission.flags[Mission::Mission_Flags::Fullneb])) {
return;
}
// bail early in lame and poly modes
if (Neb2_render_mode != NEB2_RENDER_POF) {
return;
}
// set the view clip
gr_screen.clip_width = this_esize;
gr_screen.clip_height = this_esize;
g3_start_frame(1); // Turn on zbuffering
g3_set_view(cid.getCamera());
gr_set_clip(0, 0, this_esize, this_esize);
// render the background properly
// hack - turn off nebula stuff
int neb_save = Neb2_render_mode;
Neb2_render_mode = NEB2_RENDER_NONE;
// draw background stuff nebula
stars_draw_background();
Neb2_render_mode = neb_save;
// grab the region
gr_get_region(0, this_esize, this_esize, (ubyte*)tpixels);
#ifdef NEB2_THUMBNAIL
if (tbmap == -1) {
tbmap = bm_create(16, this_esize, this_esize, tpixels, 0);
bm_lock(tbmap, 16, 0);
bm_unlock(tbmap);
}
#endif
// maybe do some swizzling
// end the frame
g3_end_frame();
gr_clear();
// if the size has changed between frames, make a new bitmap
if (this_esize != last_esize) {
last_esize = this_esize;
// recalculate ex_scale and ey_scale values for looking up color values
ex_scale = (float)this_esize / (float)gr_screen.max_w;
ey_scale = (float)this_esize / (float)gr_screen.max_h;
}
}
// fill in the position of the eye for this frame
void neb2_get_eye_pos(vec3d *eye_vector)
{
*eye_vector = Eye_position;
}
// fill in the eye orient for this frame
void neb2_get_eye_orient(matrix *eye_matrix)
{
*eye_matrix = Eye_matrix;
}
// nebula DCF functions ------------------------------------------------------
// TODO: With the new debug parser in place, most of these sub-commands can now be handled by neb2. This should clear up the DCF list a bit
DCF(neb2, "list nebula console commands")
{
// dc_printf("neb2_fog <X> <float> <float> : set near and far fog planes for ship type X\n");
// dc_printf("where X is an integer from 1 - 11\n");
// dc_printf("1 = cargo containers, 2 = fighters/bombers, 3 = cruisers\n");
// dc_printf("4 = freighters, 5 = capital ships, 6 = transports, 7 = support ships\n");
// dc_printf("8 = navbuoys, 9 = sentryguns, 10 = escape pods, 11 = background nebula polygons\n\n");
dc_printf("neb2_select : <int> <int> where the first # is the bitmap to be adjusting (0 through 5), and the second int is a 0 or 1, to turn off and on\n");
dc_printf("neb2_mode : switch between no nebula, polygon background, pof background, lame, or HTL rendering (0, 1, 2, 3 and 4 respectively)\n\n");
dc_printf("neb2_ff : flash fade/sec\n");
dc_printf("neb2_background : rgb background color\n");
dc_printf("neb2_fog_color : rgb fog color\n");
// dc_printf("neb2_fog_vals : display all the current settings for all above values\n");
}
DCF(neb2_select, "Enables/disables a poof bitmap")
{
int bmap;
bool val_b;
dc_stuff_int(&bmap);
if ( (bmap >= 0) && (bmap < static_cast<int>(Poof_info.size())) ) {
dc_stuff_boolean(&val_b);
val_b ? (set_bit(Neb2_poof_flags.get(), bmap)) : (clear_bit(Neb2_poof_flags.get(), bmap));
}
}
DCF(neb2_ff, "flash fade/sec")
{
dc_stuff_float(&neb2_flash_fade);
}
DCF(neb2_mode, "Switches nebula render modes")
{
int mode;
dc_stuff_int(&mode);
switch (mode) {
case NEB2_RENDER_NONE:
Neb2_render_mode = NEB2_RENDER_NONE;
break;
case NEB2_RENDER_POF:
Neb2_render_mode = NEB2_RENDER_POF;
stars_set_background_model(BACKGROUND_MODEL_FILENAME, "Eraseme3");
stars_set_background_orientation();
break;
case NEB2_RENDER_HTL:
Neb2_render_mode = NEB2_RENDER_HTL;
break;
}
}
DCF(neb2_background, "Sets the RGB background color (lame rendering)")
{
int r, g, b;
dc_stuff_int(&r);
dc_stuff_int(&g);
dc_stuff_int(&b);
Neb2_background_color[0] = r;
Neb2_background_color[1] = g;
Neb2_background_color[2] = b;
}
DCF(neb2_fog_color, "Sets the RGB fog color (HTL)")
{
ubyte r, g, b;
dc_stuff_ubyte(&r);
dc_stuff_ubyte(&g);
dc_stuff_ubyte(&b);
Neb2_fog_color[0] = r;
Neb2_fog_color[1] = g;
Neb2_fog_color[2] = b;
}
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