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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 <algorithm>
#include <list>
#include <vector>
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "graphics/gropengldraw.h"
#include "jumpnode/jumpnode.h"
#include "mission/missionparse.h"
#include "model/modelrender.h"
#include "nebula/neb.h"
#include "object/object.h"
#include "parse/scripting.h"
#include "render/3d.h"
#include "ship/ship.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
extern int Fred_active;
extern int Cmdline_nohtl;
extern int Interp_no_flush;
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&OF_RENDERS) ) {
objp->flags &= ~OF_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 (!Cmdline_nohtl)
{
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 );
Interp_no_flush = 1;
bool full_neb = ((The_mission.flags & MISSION_FLAG_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 |= OF_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].flags2 & SIF2_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();
Interp_no_flush = 0;
// we're done rendering models so flush render states
gr_clear_states();
gr_set_buffer(-1);
// render everything else that isn't a model
for (os = Sorted_objects.begin(); os != Sorted_objects.end(); ++os) {
object *obj = os->obj;
obj->flags |= OF_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_FLAG_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();
//WMC - draw maneuvering thrusters
extern void batch_render_man_thrusters();
batch_render_man_thrusters();
// if we're fullneb, switch off the fog effet
if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE)){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
batch_render_all();
}
void obj_render_queue_all()
{
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 & OF_RENDERS ) ) {
objp->flags &= ~OF_WAS_RENDERED;
if ( !obj_in_view_cone(objp) ) {
continue;
}
if ( (The_mission.flags & MISSION_FLAG_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 |= OF_WAS_RENDERED;
profile_begin("Queue Render");
obj_queue_render(objp, &scene);
profile_end("Queue Render");
}
}
scene.init_render();
PROFILE("Submit Draws", scene.render_all(GR_ZBUFF_FULL));
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_zbias(0);
gr_set_cull(0);
gr_clear_states();
gr_set_buffer(-1);
gr_set_fill_mode(GR_FILL_MODE_SOLID);
gr_deferred_lighting_end();
PROFILE("Apply Lights", gr_deferred_lighting_finish());
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_reset_lighting();
gr_set_lighting(false, false);
// now render transparent meshes
PROFILE("Submit Draws", scene.render_all(GR_ZBUFF_READ));
PROFILE("Submit Draws", scene.render_all(GR_ZBUFF_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_set_buffer(-1);
gr_reset_lighting();
gr_set_lighting(false, false);
//WMC - draw maneuvering thrusters
extern void batch_render_man_thrusters();
batch_render_man_thrusters();
// if we're fullneb, switch off the fog effet
if((The_mission.flags & MISSION_FLAG_FULLNEB) && (Neb2_render_mode != NEB2_RENDER_NONE)){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
PROFILE("Draw Effects", batch_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_set_buffer(-1);
gr_reset_lighting();
gr_set_lighting(false, false);
GL_state.Texture.DisableAll();
}
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