Files
BT412/engine/MUNGA_L4/L4VIDEO.cpp
T
arcattackandClaude Opus 4.8 7b0b4f64ab Diag: add BT_SHOT backbuffer dump + correct/park the -net render glitch (task #53)
Scouted the "-net node render glitch". Two prior framings were wrong and are
corrected in the KB: it is NOT device contention (retracted earlier), and it is
NOT a from-load glitch -- the trigger is a RESPAWN (user correction). It's a
post-respawn render-rebuild fault on the MP path.

Could not reproduce in 9 automated 2-node loads + a forced death/respawn (all
clean). Debug uninit is a deterministic 0xCDCDCDCD, so the intermittency implies
a race -- and the task #52 respawn fixes (LoadMission re-entry, viewpoint relink,
death-latch) plausibly already closed it. Parked as WATCH; re-open if it recurs.

Tooling (general, off by default): BT_SHOT=<path> dumps a per-instance backbuffer
PNG from the world-render path (L4VIDEO.cpp) every 90 frames -- lets us capture a
specific node's frame without foregrounding the window. Used with
scratchpad/hunt53.sh (N-run divergence hunter) to verify a fix if the glitch
returns.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 15:48:54 -05:00

9289 lines
324 KiB
C++

#include "mungal4.h"
#pragma hdrstop
#include "..\munga\door.h"
#include "..\munga\doorfram.h"
#include "..\munga\eyecandy.h"
#include "l4vidrnd.h"
#include "l4video.h"
#include "..\munga\matrix.h"
#include "..\munga\mover.h"
#include "..\munga\jmover.h"
#include "..\munga\player.h"
#include "..\munga\camship.h"
#include "..\munga\director.h"
#include "..\munga\mission.h"
#include "..\munga\cultural.h"
#include "..\munga\nttmgr.h"
#include "..\munga\explode.h" // Explosion::GetEntityHit (the effect-104 wreck swap)
#include "..\munga\app.h"
#include "l4particles.h"
#include "DXUtils.h"
#include "bgfload.h" // BT: SetVideoPathPriority (day/night path priority)
using namespace std;
#include <conio.h>
#include <vector>
#include <hash_map>
#include <map>
#include <algorithm> // std::sort (the .PFX particle depth sort)
LPDIRECT3D9 gD3D = NULL;
//STUBBED: DPL RB 1/14/07
// when this is resolved it can be removed
#include "..\DPLSTUB.h"
#include <d3dx9.h>
#define char8 unsigned char
#define uint32 unsigned __int32
// basic macro to help with releasing things
#define SAFE_RELEASE(handle) if (handle) { handle->Release(); handle = NULL; }
//===========================================================================//
// BT WEAPON BEAMS (port addition) -- the visible muzzle->hit beam the game's
// fire path pushes each shot. The 1995 IG board drew weapon beams through the
// dpl_* display-list layer that was never ported (so a firing Emitter drew
// NOTHING). This is a self-contained additive-quad beam renderer: BTPushBeam
// (called from the reconstructed fire path, mech4.cpp) queues a world-space
// segment; BTDrawBeams (called in the alpha pass below, world proj + view set,
// Z-test on so a beam into a hill is occluded) billboards each as a camera-
// facing additive quad and fades it over its short life. No content needed.
//===========================================================================//
struct BTBeamFx
{
D3DXVECTOR3 from, to;
DWORD color; // 0x00RRGGBB glow colour (additive; alpha ignored)
float ttl, maxTtl; // seconds
float width; // natural-model-scale multiplier (1.0 = authored radius)
int kind; // tube model: 0=ermlaser 1=ppc 2=slaser 3=mlaser 4=llaser
};
static std::vector<BTBeamFx> gBTBeams;
// the decoded beam grit sheet (built lazily in BTDrawBeams; shared with the
// .PFX particle layer below)
LPDIRECT3DTEXTURE9 gBTBeamGritTex = 0;
LPDIRECT3DTEXTURE9 BTGetBeamGritTexture() { return gBTBeamGritTex; }
// Called from the game (mech4.cpp) -- external linkage, matched by an extern decl there.
// LOD eyepoint feed (game -> renderer): the viewpoint mech's position, the
// authentic LOD reference (see the ExecuteImplementation banner). mech4 calls
// this every player frame; once fed, the view-matrix extraction fallback stops.
int gBTLodEyeValid = 0;
void BTSetLodEye(float x, float y, float z)
{
d3d_OBJECT::SetCameraPosition(x, y, z);
gBTLodEyeValid = 1;
// DIAG (BT_LOD_LOG): prove the feed runs + what it feeds (1-in-300 calls)
static int s_eyeLog = -1;
if (s_eyeLog < 0) { const char *lv = getenv("BT_LOD_LOG"); s_eyeLog = (lv != 0 && lv[0] == '1') ? 1 : 0; }
if (s_eyeLog)
{
static int s_n = 0;
if ((++s_n % 300) == 1)
DEBUG_STREAM << "[lodeye] fed (" << x << ", " << y << ", " << z << ") n=" << s_n << "\n" << std::flush;
}
}
// ---------------------------------------------------------------------------
// AIM CAMERA FEED (task #36 authentic targeting): the ACTIVE eye publishes its
// world pose here (DPLEyeRenderable, the mCamera==this write site) and the
// render loop publishes the live projection's FOV term; the game side then
// derives the reticle PICK RAY (crosshair -> world, the engine Reticle's
// "pick point intersection" input) and the inverse projection (world ->
// reticle coords, the target-designator box position). Reticle coordinate
// convention = the dpl2d frame: centered origin, +y down, unit = half the
// viewport height (see dpl2d.cpp MapX/MapY).
// ---------------------------------------------------------------------------
// COORDINATE MODEL: everything talks in the DPL2D/RETICLE frame -- centered
// origin, +y down, unit = half the D3D VIEWPORT height (dpl2d MapX/MapY).
// The windowed present STRETCHES the fixed backbuffer into the client area,
// and the projection's aspect follows the CLIENT (the resize rebuild) -- so
// the viewport frame, the client frame and the NDC frame all differ unless
// the window happens to be exactly backbuffer-shaped. Every conversion below
// goes through the true NDC (per-axis P11/P22), NOT a square-frame shortcut:
// a shortcut is exact at screen centre and drifts outward with a side-flipped
// sign (the "locks left of the mech when I aim right of it" report).
static float gBTAimCamPos[3] = {0, 0, 0};
static float gBTAimCamX[3] = {1, 0, 0}; // camera right (LookAtRH xaxis)
static float gBTAimCamY[3] = {0, 1, 0}; // camera up (LookAtRH yaxis)
static float gBTAimCamZ[3] = {0, 0, 1}; // camera BACK (LookAtRH zaxis; view dir = -Z)
static float gBTAimP11 = 0.0f; // proj._11 (x scale; carries the aspect)
static float gBTAimP22 = 0.0f; // proj._22 (y scale = 1/tan(fovY/2))
static float gBTAimVpW = 0.0f; // D3D viewport (backbuffer) size --
static float gBTAimVpH = 0.0f; // the dpl2d frame's pixel space
static int gBTAimCamValid = 0;
void BTSetAimCamera(const float pos[3], const float xax[3],
const float yax[3], const float zax[3])
{
for (int i = 0; i < 3; ++i)
{
gBTAimCamPos[i] = pos[i];
gBTAimCamX[i] = xax[i];
gBTAimCamY[i] = yax[i];
gBTAimCamZ[i] = zax[i];
}
gBTAimCamValid = 1;
}
void BTSetAimProjection(float p11, float p22, float vpW, float vpH)
{
if (p11 > 1e-6f && p22 > 1e-6f && vpW > 0.0f && vpH > 0.0f)
{
gBTAimP11 = p11;
gBTAimP22 = p22;
gBTAimVpW = vpW;
gBTAimVpH = vpH;
}
}
float BTGetPresentAspect(); // defined below with gWindowAspect (task #44)
//
// Client-area mouse position -> reticle coords. The reticle frame is SQUARE
// on the PRESENTED image (task #44): unit = half the CLIENT height on both
// axes -- no backbuffer round-trip. Clamped to the visible frame.
//
void BTClientToReticle(float mx, float my, float cw, float ch,
float *rx, float *ry)
{
if (cw <= 0.0f || ch <= 0.0f)
{
*rx = 0.0f; *ry = 0.0f;
return;
}
float x = (mx - cw * 0.5f) / (ch * 0.5f);
float y = (my - ch * 0.5f) / (ch * 0.5f);
const float xmax = cw / ch;
if (x < -xmax) x = -xmax;
if (x > xmax) x = xmax;
if (y < -1.0f) y = -1.0f;
if (y > 1.0f) y = 1.0f;
*rx = x;
*ry = y;
}
//
// Torso-twist angle (radians) -> reticle X (task #39): the crosshair marks
// where the torso guns point relative to the body-mounted view. A boresight
// ray at horizontal angle `twist` from forward hits camera-space
// xc = d*tan(twist) at depth d, so ndc_x = tan(twist)*P11 and
// rx = ndc_x * (vw/vh). Zero for a fixed torso (dead-centre boresight).
//
float BTTwistToReticleX(float twist_rad)
{
if (!gBTAimCamValid || gBTAimP11 <= 0.0f || gBTAimVpH <= 0.0f)
return 0.0f;
return (float)tan((double)twist_rad) * gBTAimP11 * BTGetPresentAspect();
}
//
// Crosshair (reticle coords) -> world pick ray. reticle -> NDC:
// ndc_x = rx * vh/vw (the reticle x unit is half the viewport HEIGHT),
// ndc_y = -ry (reticle +y is down). NDC -> camera: divide by the true
// per-axis projection scales; RH camera looks down -Z.
//
int BTGetAimRay(float rx, float ry, float outStart[3], float outDir[3])
{
if (!gBTAimCamValid || gBTAimP11 <= 0.0f || gBTAimP22 <= 0.0f
|| gBTAimVpW <= 0.0f)
return 0;
const float ndcX = rx / BTGetPresentAspect(); // square reticle frame (task #44)
const float ndcY = -ry;
const float cx = ndcX / gBTAimP11;
const float cy = ndcY / gBTAimP22;
float d[3];
float len = 0.0f;
for (int i = 0; i < 3; ++i)
{
d[i] = cx * gBTAimCamX[i] + cy * gBTAimCamY[i] - gBTAimCamZ[i];
len += d[i] * d[i];
}
len = sqrtf(len);
if (len < 1e-6f) return 0;
for (int i = 0; i < 3; ++i)
{
outStart[i] = gBTAimCamPos[i];
outDir[i] = d[i] / len;
}
return 1;
}
//
// World point -> reticle coords (the inverse; the designator box position).
// Returns 1 when the point is IN FRONT of the camera (rx/ry valid for
// on-screen placement); 0 when behind (rx still carries the correct SIDE
// sign so the caller can pick the left/right off-screen arrow).
//
int BTProjectToReticle(const float world[3], float *rx, float *ry)
{
if (!gBTAimCamValid || gBTAimP11 <= 0.0f || gBTAimP22 <= 0.0f
|| gBTAimVpH <= 0.0f)
{
*rx = 0.0f; *ry = 0.0f;
return 0;
}
float rel[3];
for (int i = 0; i < 3; ++i)
rel[i] = world[i] - gBTAimCamPos[i];
const float xc = rel[0]*gBTAimCamX[0] + rel[1]*gBTAimCamX[1] + rel[2]*gBTAimCamX[2];
const float yc = rel[0]*gBTAimCamY[0] + rel[1]*gBTAimCamY[1] + rel[2]*gBTAimCamY[2];
const float zc = rel[0]*gBTAimCamZ[0] + rel[1]*gBTAimCamZ[1] + rel[2]*gBTAimCamZ[2];
const float depth = -zc; // camera looks down -Z
if (depth < 0.1f)
{
*rx = (xc >= 0.0f) ? 2.0f : -2.0f; // side sign only
*ry = 0.0f;
return 0;
}
const float ndcX = (xc * gBTAimP11) / depth;
const float ndcY = (yc * gBTAimP22) / depth;
*rx = ndcX * BTGetPresentAspect(); // square reticle frame (task #44)
*ry = -ndcY;
return 1;
}
//
// The target HOTBOX projection (the recovered reticle Execute @4cdff7-4ce0f9
// [T1]): project the box hugging the target's extents -- x +-4 around the
// hotbox point (the target's top-centre), +1 above / -11.5 below it (the
// authored pod mech envelope; constants @4cee7c/4ceea0/4ceeac). Returns 1
// with the reticle-frame edges when the box is displayable; 0 when the target
// is BEHIND or both x-edges pass +-1.6 (constants @4cee88/90) -- then *side
// carries the arrow side (-1 left / +1 right).
//
int BTProjectHotBox(const float top[3], float *xl, float *xr,
float *yt, float *yb, int *side)
{
*side = 0;
if (!gBTAimCamValid || gBTAimP11 <= 0.0f || gBTAimP22 <= 0.0f
|| gBTAimVpH <= 0.0f)
return 0;
float rel[3];
for (int i = 0; i < 3; ++i)
rel[i] = top[i] - gBTAimCamPos[i];
const float xc = rel[0]*gBTAimCamX[0] + rel[1]*gBTAimCamX[1] + rel[2]*gBTAimCamX[2];
const float yc = rel[0]*gBTAimCamY[0] + rel[1]*gBTAimCamY[1] + rel[2]*gBTAimCamY[2];
const float zc = rel[0]*gBTAimCamZ[0] + rel[1]*gBTAimCamZ[1] + rel[2]*gBTAimCamZ[2];
const float depth = -zc; // camera looks down -Z
if (depth < 0.1f)
{
*side = (xc >= 0.0f) ? 1 : -1;
return 0;
}
const float xs = (gBTAimP11 / depth) * BTGetPresentAspect(); // (task #44)
const float ys = gBTAimP22 / depth;
*xl = (xc - 4.0f) * xs;
*xr = (xc + 4.0f) * xs;
*yt = -(yc + 1.0f) * ys; // 1 above the hotbox point
*yb = -(yc - 11.5f) * ys; // 11.5 below it
if (*xl > 1.6f && *xr > 1.6f) { *side = 1; return 0; }
if (*xl < -1.6f && *xr < -1.6f) { *side = -1; return 0; }
return 1;
}
void BTPushBeamKind(float fx, float fy, float fz, float tx, float ty, float tz,
unsigned color, float ttl, float width, int kind)
{
if (gBTBeams.size() > 256) return; // runaway guard
BTBeamFx b;
b.from = D3DXVECTOR3(fx, fy, fz);
b.to = D3DXVECTOR3(tx, ty, tz);
b.color = color;
b.ttl = ttl; b.maxTtl = (ttl > 1e-4f) ? ttl : 1e-4f;
b.width = width;
b.kind = (kind >= 0 && kind < 5) ? kind : 0;
gBTBeams.push_back(b);
}
void BTPushBeam(float fx, float fy, float fz, float tx, float ty, float tz,
unsigned color, float ttl, float width)
{
BTPushBeamKind(fx, fy, fz, tx, ty, tz, color, ttl, width, 0);
}
void BTDrawBeams(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt)
{
if (gBTBeams.empty()) return;
D3DXMATRIX iv; D3DXMatrixInverse(&iv, NULL, view);
const D3DXVECTOR3 cam(iv._41, iv._42, iv._43); // camera world position
DWORD sLight, sFog, sZW, sBlend, sSrc, sDst, sCull, sCop, sCa1, sCa2, sAop, sAa1, sAddrU, sAddrV;
dev->GetRenderState(D3DRS_LIGHTING, &sLight);
dev->GetRenderState(D3DRS_FOGENABLE, &sFog);
dev->GetRenderState(D3DRS_ZWRITEENABLE, &sZW);
dev->GetRenderState(D3DRS_ALPHABLENDENABLE, &sBlend);
dev->GetRenderState(D3DRS_SRCBLEND, &sSrc);
dev->GetRenderState(D3DRS_DESTBLEND, &sDst);
dev->GetRenderState(D3DRS_CULLMODE, &sCull);
dev->GetTextureStageState(0, D3DTSS_COLOROP, &sCop);
dev->GetTextureStageState(0, D3DTSS_COLORARG1, &sCa1);
dev->GetTextureStageState(0, D3DTSS_COLORARG2, &sCa2);
dev->GetTextureStageState(0, D3DTSS_ALPHAOP, &sAop);
dev->GetTextureStageState(0, D3DTSS_ALPHAARG1, &sAa1);
dev->GetSamplerState(0, D3DSAMP_ADDRESSU, &sAddrU);
dev->GetSamplerState(0, D3DSAMP_ADDRESSV, &sAddrV);
// AUTHENTIC BEAM TEXTURE (decoded): the original laser beam (ermlaser.bgf) is a
// tube textured with `beamwhite_scr_tex` -> the `bexp` image (VIDEO/TEX/BEXP.BSL,
// a chaotic red/yellow/green noise) SCROLLED fast (BTFX.VMF: SCROLL u=0.10 v=9.5)
// and ramp-colourised by `softer` (0.25->0.99) for the white core. Load BEXP.BSL
// once, ramp its luminance to a grayscale grit texture, and MODULATE the beam
// colour by it with a scrolling UV -> the streaming "gritty" look, not a clean
// gradient. BT_BEAM_TEX=0 falls back to the plain additive beam.
// (file-scope so the .PFX particle layer below can share the decoded sheet)
static int s_beamTexTried = 0;
extern LPDIRECT3DTEXTURE9 gBTBeamGritTex;
LPDIRECT3DTEXTURE9 &s_beamTex = gBTBeamGritTex;
if (!s_beamTexTried)
{
s_beamTexTried = 1;
const char *bv = getenv("BT_BEAM_TEX");
if (bv == 0 || bv[0] != '0')
{
FILE *fp = fopen("VIDEO\\TEX\\BEXP.BSL", "rb");
if (fp)
{
fseek(fp, 0, SEEK_END); long sz = ftell(fp); fseek(fp, 0, SEEK_SET);
std::vector<unsigned char> buf(sz > 0 ? sz : 1);
size_t got = fread(&buf[0], 1, sz, fp); fclose(fp);
if (got >= 16 && memcmp(&buf[0], "DIV-BSL2", 8) == 0)
{
int tw = *(int *)&buf[8], th = *(int *)&buf[12]; // 128 x 64
long need = (long)tw * th * 4;
if (tw > 0 && th > 0 && (long)got >= need &&
SUCCEEDED(dev->CreateTexture(tw, th, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED, &s_beamTex, NULL)))
{
const unsigned char *bimg = &buf[got - need]; // trailing base image
D3DLOCKED_RECT lr;
if (SUCCEEDED(s_beamTex->LockRect(0, &lr, NULL, 0)))
{
// GRIT CONTRAST (BT_BEAM_GRIT, default 2.0): the authentic
// 'softer' ramp (0.25->0.99) only spans ~4:1, and additive
// blending over a bright scene flattens it to near-invisible.
// Expand the ramped luminance about its midpoint before baking
// so the interference pattern reads like the pod footage.
float grit = 2.0f;
{ const char *gv = getenv("BT_BEAM_GRIT"); if (gv) grit = (float)atof(gv); }
for (int y = 0; y < th; ++y)
{
DWORD *dst = (DWORD *)((char *)lr.pBits + y * lr.Pitch);
for (int x = 0; x < tw; ++x)
{
// BSL BIT-SLICE decode: beamwhite_scr_tex maps to 'bexp'
// with NO BITSLICE tag = slice 0 (bexp1, the grit sheet)
// = bits 12-15 (byte1 high nibble) of the texel word.
// (The old byte-luminance read mixed bexp1/bexp2 and the
// bexp99 RGBA-sprite nibbles.)
const unsigned char *p = &bimg[(y * tw + x) * 4];
float lum = (float)(p[1] & 0xF0) / 240.0f;
float v = 0.25f + 0.74f*lum; // 'softer' ramp
v = 0.62f + (v - 0.62f) * grit; // expand about ramp midpoint
if (v < 0.0f) v = 0.0f;
int gg = (int)(v * 255.0f);
if (gg > 255) gg = 255;
dst[x] = 0xFF000000u | (gg << 16) | (gg << 8) | gg;
}
}
s_beamTex->UnlockRect(0);
}
}
}
}
}
}
// AUTHENTIC GEOMETRY: render each weapon's REAL beam model (thin 2000-long
// tubes, -Z aligned, UVs tiled down the length), transformed per beam (scale
// the length to the shot distance, orient local -Z -> muzzle->target). The
// authored radii ARE the beam widths: ERMLASER 0.22, PPC 0.62 (a genuinely
// fatter bolt), SLASER 0.11 / MLASER 0.22 / LLASER 0.32 -- draw at natural
// scale (width multiplier 1.0), NOT inflated. BT_BEAM_TUBE=0 -> billboard.
static int s_tubeTried = 0;
struct BTTubeModel
{
std::vector<float> vb; // x,y,z,u,v per vertex
std::vector<uint32_t> ib;
int verts, tris;
};
static BTTubeModel s_tubes[5];
static const char *const kTubeNames[5] =
{ "ermlaser.bgf", "ppc.bgf", "slaser.bgf", "mlaser.bgf", "llaser.bgf" };
if (!s_tubeTried)
{
s_tubeTried = 1;
const char *tvv = getenv("BT_BEAM_TUBE");
if (tvv == 0 || tvv[0] != '0')
{
for (int t = 0; t < 5; ++t)
{
BgfData bd;
s_tubes[t].verts = s_tubes[t].tris = 0;
if (LoadBgfFile(kTubeNames[t], bd) && bd.ok && !bd.indices.empty())
{
s_tubes[t].verts = (int)bd.verts.size();
s_tubes[t].vb.reserve(bd.verts.size() * 5);
for (size_t k = 0; k < bd.verts.size(); ++k)
{
s_tubes[t].vb.push_back(bd.verts[k].x);
s_tubes[t].vb.push_back(bd.verts[k].y);
s_tubes[t].vb.push_back(bd.verts[k].z);
s_tubes[t].vb.push_back(bd.verts[k].u);
s_tubes[t].vb.push_back(bd.verts[k].v);
}
s_tubes[t].ib = bd.indices;
s_tubes[t].tris = (int)(bd.indices.size() / 3);
}
}
}
}
const bool useTube = (s_beamTex != 0 && s_tubes[0].tris > 0);
static float s_tubeWidth = -1.0f;
if (s_tubeWidth < 0.0f)
{ const char *wv = getenv("BT_BEAM_WIDTH"); s_tubeWidth = wv ? (float)atof(wv) : 1.0f; } // global width multiplier
static float s_beamTime = 0.0f; s_beamTime += dt;
const float uScroll = s_beamTime * 0.10f; // VMF SCROLL u-speed
const float vScroll = s_beamTime * 9.5f; // VMF SCROLL v-speed (fast)
DWORD sTFactor, sTexXf;
dev->GetRenderState(D3DRS_TEXTUREFACTOR, &sTFactor);
dev->GetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, &sTexXf);
D3DXMATRIX ident; D3DXMatrixIdentity(&ident);
dev->SetTransform(D3DTS_WORLD, &ident);
dev->SetFVF(useTube ? (D3DFVF_XYZ | D3DFVF_TEX1)
: (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1));
dev->SetRenderState(D3DRS_LIGHTING, FALSE);
dev->SetRenderState(D3DRS_FOGENABLE, FALSE);
dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); // additive glow
dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// beam colour: from the TFACTOR (tube -- verts carry no colour) or vertex DIFFUSE (billboard).
const DWORD kColArg = useTube ? D3DTA_TFACTOR : D3DTA_DIFFUSE;
if (s_beamTex)
{
dev->SetTexture(0, s_beamTex);
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
dev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); // grit x beam colour
dev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
dev->SetTextureStageState(0, D3DTSS_COLORARG2, kColArg);
}
else
{
dev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
dev->SetTextureStageState(0, D3DTSS_COLORARG1, kColArg);
}
dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, kColArg);
// SCROLL + GRIT DENSITY: bake into the tube's UVs on the CPU, PER BEAM (89
// verts, trivial). Two lessons:
// (1) the previous D3DTS_TEXTURE0 texture-coordinate transform SILENTLY
// STOPPED APPLYING when the device moved to HARDWARE vertex processing
// (the perf fix) -- vertex UVs are pipeline-independent;
// (2) the tube's baked U (0..7.7 tiles over its NATIVE 2000u length) stays
// put while the GEOMETRY compresses to the shot distance, so at typical
// ranges all ~8 tiles squeeze into a short beam -> the grit minifies to
// ~3 texels/pixel and bilinear-averages into a SMOOTH GRADIENT (the
// "no interference pattern" report). Scale U by the compression ratio
// (beamLen/2000) so the grit density is WORLD-FIXED (~1 tile / 260u --
// the billboard's proven mapping).
static std::vector<float> s_tubeScrolled;
struct BV { float x, y, z; DWORD c; float u, v; };
for (size_t i = 0; i < gBTBeams.size(); ++i)
{
BTBeamFx &b = gBTBeams[i];
float f = b.ttl / b.maxTtl; if (f < 0) f = 0; if (f > 1) f = 1;
const int r = (int)(((b.color >> 16) & 0xFF) * f);
const int g = (int)(((b.color >> 8) & 0xFF) * f);
const int bl = (int)(( b.color & 0xFF) * f);
const DWORD col = 0xFF000000u | (r << 16) | (g << 8) | bl;
D3DXVECTOR3 d3 = b.to - b.from;
const float beamLen = D3DXVec3Length(&d3);
D3DXVECTOR3 dir = d3; D3DXVec3Normalize(&dir, &dir);
if (useTube)
{
// world = Scale(width,width,len/2000) * Rotate(local -Z -> dir) * Translate(muzzle).
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
if (fabsf(dir.y) > 0.99f) up = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
D3DXVECTOR3 zc = -dir; // local +Z image
D3DXVECTOR3 xc; D3DXVec3Cross(&xc, &up, &zc); D3DXVec3Normalize(&xc, &xc);
D3DXVECTOR3 yc; D3DXVec3Cross(&yc, &zc, &xc);
D3DXMATRIX S, R, T, W;
// NATURAL width: the model's authored radius IS the beam width
// (ERMLASER 0.22u, PPC 0.62u...). b.width is a multiplier on that
// (1.0 for weapon beams); BT_BEAM_WIDTH is the global dev override.
const float ws = b.width * s_tubeWidth;
D3DXMatrixScaling(&S, ws, ws, beamLen / 2000.0f);
D3DXMatrixIdentity(&R);
R._11 = xc.x; R._12 = xc.y; R._13 = xc.z;
R._21 = yc.x; R._22 = yc.y; R._23 = yc.z;
R._31 = zc.x; R._32 = zc.y; R._33 = zc.z;
D3DXMatrixTranslation(&T, b.from.x, b.from.y, b.from.z);
D3DXMatrixMultiply(&W, &S, &R);
D3DXMatrixMultiply(&W, &W, &T);
dev->SetTransform(D3DTS_WORLD, &W);
dev->SetRenderState(D3DRS_TEXTUREFACTOR, col);
// the beam's own weapon-model tube (ermlaser/ppc/slaser/...); fall
// back to the ermlaser tube when that model didn't load
const BTTubeModel &tube =
(s_tubes[b.kind].tris > 0) ? s_tubes[b.kind] : s_tubes[0];
// per-beam UVs: world-fixed grit density + scroll (see banner above)
const float uScale = beamLen / 2000.0f;
s_tubeScrolled = tube.vb;
for (size_t k = 0; k + 4 < s_tubeScrolled.size(); k += 5)
{
s_tubeScrolled[k + 3] = s_tubeScrolled[k + 3] * uScale + uScroll;
s_tubeScrolled[k + 4] += vScroll;
}
dev->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, tube.verts, tube.tris,
&tube.ib[0], D3DFMT_INDEX32, &s_tubeScrolled[0], 5 * sizeof(float));
}
else
{
D3DXVECTOR3 mid = (b.from + b.to) * 0.5f;
D3DXVECTOR3 toCam = cam - mid; D3DXVec3Normalize(&toCam, &toCam);
D3DXVECTOR3 side; D3DXVec3Cross(&side, &dir, &toCam); D3DXVec3Normalize(&side, &side);
side *= b.width * 0.5f;
const float uLen = uScroll + beamLen / 260.0f;
const float v0 = vScroll, v1 = vScroll + 1.6f;
BV quad[4] =
{
{ b.from.x + side.x, b.from.y + side.y, b.from.z + side.z, col, uScroll, v0 },
{ b.from.x - side.x, b.from.y - side.y, b.from.z - side.z, col, uScroll, v1 },
{ b.to.x + side.x, b.to.y + side.y, b.to.z + side.z, col, uLen, v0 },
{ b.to.x - side.x, b.to.y - side.y, b.to.z - side.z, col, uLen, v1 },
};
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(BV));
}
b.ttl -= dt;
}
dev->SetTexture(0, NULL);
dev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, sTexXf);
dev->SetRenderState(D3DRS_TEXTUREFACTOR, sTFactor);
// drop expired beams
size_t w = 0;
for (size_t i = 0; i < gBTBeams.size(); ++i)
if (gBTBeams[i].ttl > 0.0f) gBTBeams[w++] = gBTBeams[i];
gBTBeams.resize(w);
dev->SetTransform(D3DTS_WORLD, &ident);
dev->SetRenderState(D3DRS_LIGHTING, sLight);
dev->SetRenderState(D3DRS_FOGENABLE, sFog);
dev->SetRenderState(D3DRS_ZWRITEENABLE, sZW);
dev->SetRenderState(D3DRS_ALPHABLENDENABLE, sBlend);
dev->SetRenderState(D3DRS_SRCBLEND, sSrc);
dev->SetRenderState(D3DRS_DESTBLEND, sDst);
dev->SetRenderState(D3DRS_CULLMODE, sCull);
dev->SetTextureStageState(0, D3DTSS_COLOROP, sCop);
dev->SetTextureStageState(0, D3DTSS_COLORARG1, sCa1);
dev->SetTextureStageState(0, D3DTSS_COLORARG2, sCa2);
dev->SetTextureStageState(0, D3DTSS_ALPHAOP, sAop);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, sAa1);
dev->SetSamplerState(0, D3DSAMP_ADDRESSU, sAddrU);
dev->SetSamplerState(0, D3DSAMP_ADDRESSV, sAddrV);
}
//===========================================================================//
// BT PARTICLE EFFECTS (.PFX) -- the 1995 explosion/damage effect layer.
//
// The pod's damage/explosion visuals are DATA: VIDEO/*.PFX text files (format
// documented inside each file), mapped to dpl effect NUMBERS by BTDPL.INI's
// [pfx_day]/[pfx_night] pages ("psfxN=file.pfx" -- N is the number embedded in
// resources: 2..5 = the mech damage bands, 6 = projectile-gun hit, 7 = the
// mech-death explosion, 8 = zone destroyed...). The 1995 board consumed these
// through dpl particle calls that were never ported: DPLIndependantEffect's
// (<100) arm and ReadPSFX are both stubbed, so every weapon-hit / damage-band /
// death explosion rendered NOTHING. Like the weapon-beam layer above, this is
// the self-contained D3D9 port of that layer:
// BTLoadPfxFile -- parses a .PFX into BTPfxDef (the documented format)
// BTStartPfx -- starts an emitter instance at a world position
// (called by DPLIndependantEffect for effect_number < 100)
// BTDrawPfx -- per-frame sim + camera-facing additive-quad billboards
// (called beside BTDrawBeams in the render loop)
// Variance convention (decoded from DNBOOM.PFX: vel 150 + var -300 = a
// symmetric +-150 burst): sampled = value + variance * rand01().
// NOT yet honoured (noted, low-visibility): atten/attenv (distance
// attenuation), colorWarp/alphaWarp exponents are applied as t^(1/warp),
// the per-file texture name (all BT effects use the firesmoke sheet; we use
// the same decoded grit texture as the beams).
//===========================================================================//
struct BTPfxDef
{
int valid;
unsigned identifier;
int maxIssue; // total particles an instance may issue
float releasePeriod; // batch interval (s)
float rate; // particles per second while releasing
float px, py, pz, pv; // spawn offset + positional variance
float velx, vely, velz, velxv, velyv, velzv;
float rad, radv, exp, expv, dexp, dexpv; // radius, expansion rate, expansion decay
float accelx, accely, accelz, accelxv, accelyv, accelzv;
float atten, attenv; // (not yet honoured)
float sI[4], sIv[4]; // start colour inner RGBA + variance
float sO[4], sOv[4]; // start colour outer RGBA + variance
float eI[4], eIv[4]; // end colour inner RGBA + variance
float eO[4], eOv[4]; // end colour outer RGBA + variance
float colorWarp, alphaWarp;
float duration, durationv; // particle lifetime
};
#define BT_PFX_SLOTS 32
static BTPfxDef gBTPfxDefs[BT_PFX_SLOTS];
struct BTPfxEmitter
{
const BTPfxDef *def;
D3DXVECTOR3 pos;
// The effect's LOCAL FRAME (.PFX offsets/velocities are authored in the
// victim's mech-local space -- e.g. DAFC.PFX sprays -Z, out through the
// front armor toward the shooter). Identity when no frame is known.
D3DXVECTOR3 ax, ay, az;
float emitAccum; // fractional particles owed (rate * dt integration)
int issued;
int active;
};
struct BTPfxParticle
{
D3DXVECTOR3 pos, vel, accel;
float age, life;
float rad, exp, dexp;
float colorWarp, alphaWarp; // def-level warps, carried per particle
float sI[4], sO[4], eI[4], eO[4];
};
static std::vector<BTPfxEmitter> gBTPfxEmitters;
static std::vector<BTPfxParticle> gBTPfxParticles;
static float BTPfxRand01() // cheap deterministic LCG
{
static unsigned s = 0x2545F491u;
s = s * 1664525u + 1013904223u;
return (float)((s >> 8) & 0xFFFFFF) / 16777215.0f;
}
// Parse one .PFX text file (VIDEO\<name>) into a def slot. Format per the
// spec block carried inside every .PFX (and ReadPSFX's comment).
static int BTLoadPfxFile(const char *file_name, BTPfxDef &d)
{
char path[256];
strcpy(path, "VIDEO\\");
strcat(path, file_name);
FILE *fp = fopen(path, "rt");
if (!fp)
{
DEBUG_STREAM << "[pfx] could not open " << path << " -- its effects will not draw\n" << std::flush;
return 0;
}
memset(&d, 0, sizeof(d));
char line[256];
int ok = 1;
// line 1: texture name (recorded in the banner note; the shared sheet is used)
if (!fgets(line, sizeof(line), fp)) ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%x %d %f %f", &d.identifier, &d.maxIssue, &d.releasePeriod, &d.rate) == 4);
else ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f %f %f", &d.px, &d.py, &d.pz, &d.pv) == 4);
else ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f %f %f %f %f", &d.velx, &d.vely, &d.velz, &d.velxv, &d.velyv, &d.velzv) == 6);
else ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f %f %f %f %f", &d.rad, &d.radv, &d.exp, &d.expv, &d.dexp, &d.dexpv) == 6);
else ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f %f %f %f %f", &d.accelx, &d.accely, &d.accelz, &d.accelxv, &d.accelyv, &d.accelzv) == 6);
else ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f", &d.atten, &d.attenv) == 2);
else ok = 0;
float *quads[8] = { d.sI, d.sIv, d.sO, d.sOv, d.eI, d.eIv, d.eO, d.eOv };
for (int q = 0; ok && q < 4; ++q) // 4 lines: sI+var, sO+var, eI+var, eO+var
{
if (fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f %f %f %f %f %f %f",
&quads[q*2][0], &quads[q*2][1], &quads[q*2][2], &quads[q*2][3],
&quads[q*2+1][0], &quads[q*2+1][1], &quads[q*2+1][2], &quads[q*2+1][3]) == 8);
else ok = 0;
}
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f", &d.colorWarp, &d.alphaWarp) == 2);
else ok = 0;
if (ok && fgets(line, sizeof(line), fp))
ok = (sscanf(line, "%f %f", &d.duration, &d.durationv) == 2);
else ok = 0;
fclose(fp);
if (!ok)
{
DEBUG_STREAM << "[pfx] " << path << " did not parse -- effect disabled\n" << std::flush;
return 0;
}
d.valid = 1;
return 1;
}
// Slot-checked load entry used by the psfx page loader (LoadMission walk).
int BTLoadPfxFile_slot(const char *file_name, int slot)
{
if (slot < 0 || slot >= BT_PFX_SLOTS)
return 0;
return BTLoadPfxFile(file_name, gBTPfxDefs[slot]);
}
// Start one effect instance at a world position (the DPLIndependantEffect
// contract: renderer-owned, runs to termination on its own). The optional
// frame rows orient the .PFX's mech-local offsets/velocities in the world
// (pass the victim entity's localToWorld X/Y/Z rows); identity when absent.
void BTStartPfxFrame(int effect_number, float x, float y, float z,
const float *xrow, const float *yrow, const float *zrow)
{
if (effect_number < 0 || effect_number >= BT_PFX_SLOTS)
return;
const BTPfxDef &d = gBTPfxDefs[effect_number];
if (!d.valid)
return;
if (gBTPfxEmitters.size() > 64) // runaway guard
return;
BTPfxEmitter e;
e.def = &d;
e.pos = D3DXVECTOR3(x, y, z);
e.ax = xrow ? D3DXVECTOR3(xrow[0], xrow[1], xrow[2]) : D3DXVECTOR3(1, 0, 0);
e.ay = yrow ? D3DXVECTOR3(yrow[0], yrow[1], yrow[2]) : D3DXVECTOR3(0, 1, 0);
e.az = zrow ? D3DXVECTOR3(zrow[0], zrow[1], zrow[2]) : D3DXVECTOR3(0, 0, 1);
e.emitAccum = 1.0f; // first particle immediately
e.issued = 0;
e.active = 1;
gBTPfxEmitters.push_back(e);
}
void BTStartPfx(int effect_number, float x, float y, float z)
{
BTStartPfxFrame(effect_number, x, y, z, 0, 0, 0);
}
// Spawn a few particles of a slot's effect DIRECTLY at a moving point (no
// emitter instance) -- the per-frame projectile SMOKE TRAIL (psfx 0 = dsrm,
// "the lrm smoke trail": its velocities stream +Z = BEHIND the round, so the
// frame is built with local +Z = the flight's backward direction).
static void BTPfxSpawn(const BTPfxEmitter &e); // defined below
void BTPfxTrailPuff(int effect_number, float x, float y, float z,
float backx, float backy, float backz, int count)
{
if (effect_number < 0 || effect_number >= BT_PFX_SLOTS)
return;
const BTPfxDef &d = gBTPfxDefs[effect_number];
if (!d.valid)
return;
BTPfxEmitter e; // transient -- used only as the spawn context
e.def = &d;
e.pos = D3DXVECTOR3(x, y, z);
D3DXVECTOR3 az(backx, backy, backz);
if (D3DXVec3LengthSq(&az) < 1e-6f)
az = D3DXVECTOR3(0, 0, 1);
D3DXVec3Normalize(&az, &az);
D3DXVECTOR3 up(0, 1, 0);
if (fabsf(az.y) > 0.99f) up = D3DXVECTOR3(1, 0, 0);
D3DXVECTOR3 ax; D3DXVec3Cross(&ax, &up, &az); D3DXVec3Normalize(&ax, &ax);
D3DXVECTOR3 ay; D3DXVec3Cross(&ay, &az, &ax);
e.ax = ax; e.ay = ay; e.az = az;
e.emitAccum = 0.0f; e.issued = 0; e.active = 0;
for (int i = 0; i < count; ++i)
BTPfxSpawn(e);
}
static void BTPfxSpawn(const BTPfxEmitter &e)
{
const BTPfxDef &d = *e.def;
if (gBTPfxParticles.size() > 2048) // global particle cap
return;
BTPfxParticle p;
// Sample in the effect's LOCAL frame, then orient into the world through
// the emitter's basis (the victim's localToWorld rows). The position
// jitter pv is an isotropic scatter about the base offset -> symmetric
// (rand +-pv); the paired variances stay value + var*rand01 (DNBOOM's
// vel 150 / var -300 decodes to the symmetric +-150 burst).
D3DXVECTOR3 lp(
d.px + d.pv * (BTPfxRand01() * 2.0f - 1.0f),
d.py + d.pv * (BTPfxRand01() * 2.0f - 1.0f),
d.pz + d.pv * (BTPfxRand01() * 2.0f - 1.0f));
D3DXVECTOR3 lv(
d.velx + d.velxv * BTPfxRand01(),
d.vely + d.velyv * BTPfxRand01(),
d.velz + d.velzv * BTPfxRand01());
D3DXVECTOR3 la(
d.accelx + d.accelxv * BTPfxRand01(),
d.accely + d.accelyv * BTPfxRand01(),
d.accelz + d.accelzv * BTPfxRand01());
p.pos = e.pos + e.ax * lp.x + e.ay * lp.y + e.az * lp.z;
p.vel = e.ax * lv.x + e.ay * lv.y + e.az * lv.z;
p.accel = e.ax * la.x + e.ay * la.y + e.az * la.z;
p.age = 0.0f;
p.life = d.duration + d.durationv * BTPfxRand01();
if (p.life < 0.05f) p.life = 0.05f;
p.rad = d.rad + d.radv * BTPfxRand01();
p.exp = d.exp + d.expv * BTPfxRand01();
p.dexp = d.dexp + d.dexpv * BTPfxRand01();
p.colorWarp = (d.colorWarp > 1e-3f) ? d.colorWarp : 1.0f;
p.alphaWarp = (d.alphaWarp > 1e-3f) ? d.alphaWarp : 1.0f;
for (int i = 0; i < 4; ++i)
{
p.sI[i] = d.sI[i] + d.sIv[i] * BTPfxRand01();
p.sO[i] = d.sO[i] + d.sOv[i] * BTPfxRand01();
p.eI[i] = d.eI[i] + d.eIv[i] * BTPfxRand01();
p.eO[i] = d.eO[i] + d.eOv[i] * BTPfxRand01();
}
gBTPfxParticles.push_back(p);
}
// The beams' decoded grit texture (built in BTDrawBeams) -- shared with the
// particles so the fire quads carry the authentic firesmoke-family noise.
extern LPDIRECT3DTEXTURE9 BTGetBeamGritTexture();
void BTDrawPfx(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt)
{
// ---- sim ----
if (dt > 0.1f) dt = 0.1f; // stall guard
for (size_t ei = 0; ei < gBTPfxEmitters.size(); ++ei)
{
BTPfxEmitter &e = gBTPfxEmitters[ei];
if (!e.active) continue;
const BTPfxDef &d = *e.def;
// CONTINUOUS emission at `rate` particles/second until maximum_issue is
// exhausted. Data-verified semantics: in EVERY shipped .PFX,
// maxIssue/rate == release_period (DAFC 25/100~=0.2, DNBOOM 35/150~=0.2,
// DDAM2 35/16~=2, DDTHSMK 30/3=10) -- release_period IS the emission
// WINDOW, not a batch interval. (The old one-burst batching dumped a
// 10-second smoke plume in a single frame's puff.)
e.emitAccum += d.rate * dt;
int n = (int)e.emitAccum;
if (n > 0)
{
e.emitAccum -= (float)n;
if (e.issued + n > d.maxIssue) n = d.maxIssue - e.issued;
for (int b = 0; b < n; ++b)
BTPfxSpawn(e);
e.issued += n;
if (e.issued >= d.maxIssue)
e.active = 0; // done issuing -> instance ends
}
}
{ // compact finished emitters
size_t w = 0;
for (size_t i = 0; i < gBTPfxEmitters.size(); ++i)
if (gBTPfxEmitters[i].active) gBTPfxEmitters[w++] = gBTPfxEmitters[i];
gBTPfxEmitters.resize(w);
}
{ // advance + expire particles
size_t w = 0;
for (size_t i = 0; i < gBTPfxParticles.size(); ++i)
{
BTPfxParticle &p = gBTPfxParticles[i];
p.age += dt;
if (p.age >= p.life) continue;
p.vel += p.accel * dt;
p.pos += p.vel * dt;
p.rad += p.exp * dt;
p.exp += p.dexp * dt;
if (p.rad < 0.05f) p.rad = 0.05f;
gBTPfxParticles[w++] = p;
}
gBTPfxParticles.resize(w);
}
if (gBTPfxParticles.empty())
return;
// ---- draw: camera-facing additive quads (inner core + outer glow) ----
const D3DXVECTOR3 right(view->_11, view->_21, view->_31);
const D3DXVECTOR3 up (view->_12, view->_22, view->_32);
DWORD sLight, sFog, sZW, sBlend, sSrc, sDst, sCull, sCop, sCa1, sCa2, sAop, sAa1, sAa2;
dev->GetRenderState(D3DRS_LIGHTING, &sLight);
dev->GetRenderState(D3DRS_FOGENABLE, &sFog);
dev->GetRenderState(D3DRS_ZWRITEENABLE, &sZW);
dev->GetRenderState(D3DRS_ALPHABLENDENABLE, &sBlend);
dev->GetRenderState(D3DRS_SRCBLEND, &sSrc);
dev->GetRenderState(D3DRS_DESTBLEND, &sDst);
dev->GetRenderState(D3DRS_CULLMODE, &sCull);
dev->GetTextureStageState(0, D3DTSS_COLOROP, &sCop);
dev->GetTextureStageState(0, D3DTSS_COLORARG1, &sCa1);
dev->GetTextureStageState(0, D3DTSS_COLORARG2, &sCa2);
dev->GetTextureStageState(0, D3DTSS_ALPHAOP, &sAop);
dev->GetTextureStageState(0, D3DTSS_ALPHAARG1, &sAa1);
dev->GetTextureStageState(0, D3DTSS_ALPHAARG2, &sAa2);
// PREMULTIPLIED blending (ONE, INVSRCALPHA): the one model that renders BOTH
// authored particle families correctly. FIRE (bright colour, the additive
// glow) and SMOKE (dark/negative-ramp colour with high alpha -> OCCLUDES the
// scene behind it -- DDAM2 is 30% grey, DDTHSMK ramps to negative: both are
// invisible under pure additive, which is why damaged mechs never smoked).
// Vertex colour carries colour*alpha (premultiplied), vertex alpha carries
// the occlusion; the texture's falloff mask modulates both.
// BT_PFX_ADD=1 flips back to pure additive for A/B comparison.
static int s_pfxAdditive = -1;
if (s_pfxAdditive < 0)
{
const char *av = getenv("BT_PFX_ADD");
s_pfxAdditive = (av != 0 && av[0] == '1') ? 1 : 0;
}
dev->SetRenderState(D3DRS_LIGHTING, FALSE);
dev->SetRenderState(D3DRS_FOGENABLE, FALSE);
dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // test Z, don't write it
dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
dev->SetRenderState(D3DRS_DESTBLEND, s_pfxAdditive ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA);
dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Particle sprite texture: the beams' authentic grit sheet MASKED by a
// radial falloff -> soft round fiery blobs (an unmasked square sheet on an
// additive quad reads as a hard BOX, which the 1995 sprites never did).
// Baked once from the decoded grit; pure radial gradient if grit is absent.
static LPDIRECT3DTEXTURE9 s_pfxTex = 0;
static int s_pfxTexTried = 0;
if (!s_pfxTexTried)
{
s_pfxTexTried = 1;
const int TW = 64, TH = 64;
LPDIRECT3DTEXTURE9 grit = BTGetBeamGritTexture();
unsigned char gritLum[128 * 64]; // grit is 128x64 when present
int gw = 0, gh = 0;
if (grit)
{
D3DSURFACE_DESC gd;
if (SUCCEEDED(grit->GetLevelDesc(0, &gd)) && gd.Width <= 128 && gd.Height <= 64)
{
D3DLOCKED_RECT glr;
if (SUCCEEDED(grit->LockRect(0, &glr, NULL, D3DLOCK_READONLY)))
{
gw = gd.Width; gh = gd.Height;
for (int y = 0; y < gh; ++y)
{
const DWORD *src = (const DWORD *)((const char *)glr.pBits + y * glr.Pitch);
for (int x = 0; x < gw; ++x)
gritLum[y * gw + x] = (unsigned char)(src[x] & 0xFF);
}
grit->UnlockRect(0);
}
}
}
if (SUCCEEDED(dev->CreateTexture(TW, TH, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED, &s_pfxTex, NULL)))
{
D3DLOCKED_RECT lr;
if (SUCCEEDED(s_pfxTex->LockRect(0, &lr, NULL, 0)))
{
for (int y = 0; y < TH; ++y)
{
DWORD *dst = (DWORD *)((char *)lr.pBits + y * lr.Pitch);
for (int x = 0; x < TW; ++x)
{
float dx = (x + 0.5f) / TW * 2.0f - 1.0f;
float dy = (y + 0.5f) / TH * 2.0f - 1.0f;
float r = sqrtf(dx * dx + dy * dy);
float f = 1.0f - r; // radial falloff
if (f < 0.0f) f = 0.0f;
f = f * f * (3.0f - 2.0f * f); // smoothstep edge
float n = 1.0f;
if (gw > 0) // authentic grit detail
n = 0.35f + 0.65f * (gritLum[(y % gh) * gw + (x % gw)] / 255.0f);
int v = (int)(f * n * 255.0f);
if (v > 255) v = 255;
// the falloff mask lives in ALPHA too: the premultiplied
// draw (ONE, INVSRCALPHA) needs soft-edged OCCLUSION for
// smoke, not just soft-edged colour for fire
dst[x] = (v << 24) | (v << 16) | (v << 8) | v;
}
}
s_pfxTex->UnlockRect(0);
}
else { s_pfxTex->Release(); s_pfxTex = 0; }
}
}
dev->SetTexture(0, s_pfxTex);
dev->SetTextureStageState(0, D3DTSS_COLOROP, s_pfxTex ? D3DTOP_MODULATE : D3DTOP_SELECTARG1);
dev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
dev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
// occlusion = vertex alpha x the texture's falloff mask (soft-edged smoke)
dev->SetTextureStageState(0, D3DTSS_ALPHAOP, s_pfxTex ? D3DTOP_MODULATE : D3DTOP_SELECTARG1);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
D3DXMATRIX ident; D3DXMatrixIdentity(&ident);
dev->SetTransform(D3DTS_WORLD, &ident);
dev->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
struct V { float x, y, z; DWORD c; float u, v; };
static std::vector<V> verts;
verts.clear();
// BACK-TO-FRONT order: premultiplied occlusion (smoke) composites in depth
// order; unsorted draws pop when a near puff renders before a far one.
static std::vector<size_t> order;
static std::vector<float> depth;
order.resize(gBTPfxParticles.size());
depth.resize(gBTPfxParticles.size());
for (size_t i = 0; i < gBTPfxParticles.size(); ++i)
{
const D3DXVECTOR3 &pp = gBTPfxParticles[i].pos;
order[i] = i;
depth[i] = pp.x * view->_13 + pp.y * view->_23 + pp.z * view->_33; // view-space z
}
std::sort(order.begin(), order.end(),
[](size_t a, size_t b) { return depth[a] > depth[b]; });
for (size_t oi = 0; oi < order.size(); ++oi)
{
const BTPfxParticle &p = gBTPfxParticles[order[oi]];
float t = p.age / p.life;
if (t < 0.0f) t = 0.0f; if (t > 1.0f) t = 1.0f;
// colour/alpha interpolation start->end, warped (t^(1/warp): a large
// warp shifts to the end colour early -- the fast orange->smoke shift)
float tc = powf(t, 1.0f / p.colorWarp);
float ta = powf(t, 1.0f / p.alphaWarp);
// two quads: outer glow (2.2x radius) then inner core
for (int layer = 0; layer < 2; ++layer)
{
const float *cs = layer ? p.sI : p.sO;
const float *ce = layer ? p.eI : p.eO;
float scale = layer ? 1.0f : 2.2f;
float r = cs[0] + (ce[0] - cs[0]) * tc;
float g = cs[1] + (ce[1] - cs[1]) * tc;
float b = cs[2] + (ce[2] - cs[2]) * tc;
float a = cs[3] + (ce[3] - cs[3]) * ta;
if (a <= 0.0f) continue;
if (a > 1.0f) a = 1.0f;
// PREMULTIPLIED: vertex rgb = colour x alpha (the framebuffer
// contribution), vertex a = alpha (the occlusion). A colour ramped
// NEGATIVE (DDTHSMK's smoke tail) clamps to 0 -> pure occluding
// black smoke; a bright fire colour with fading alpha dims out.
int ir = (int)(r * a * 255.0f); if (ir > 255) ir = 255; if (ir < 0) ir = 0;
int ig = (int)(g * a * 255.0f); if (ig > 255) ig = 255; if (ig < 0) ig = 0;
int ib = (int)(b * a * 255.0f); if (ib > 255) ib = 255; if (ib < 0) ib = 0;
int ia = (int)(a * 255.0f); if (ia > 255) ia = 255; if (ia < 0) ia = 0;
if (ia == 0 && ir == 0 && ig == 0 && ib == 0) continue;
DWORD c = ((DWORD)ia << 24) | (ir << 16) | (ig << 8) | ib;
float rad = p.rad * scale;
D3DXVECTOR3 rv = right * rad, uv = up * rad;
V q[6];
q[0].x = p.pos.x - rv.x - uv.x; q[0].y = p.pos.y - rv.y - uv.y; q[0].z = p.pos.z - rv.z - uv.z; q[0].u = 0; q[0].v = 1;
q[1].x = p.pos.x - rv.x + uv.x; q[1].y = p.pos.y - rv.y + uv.y; q[1].z = p.pos.z - rv.z + uv.z; q[1].u = 0; q[1].v = 0;
q[2].x = p.pos.x + rv.x + uv.x; q[2].y = p.pos.y + rv.y + uv.y; q[2].z = p.pos.z + rv.z + uv.z; q[2].u = 1; q[2].v = 0;
q[3] = q[0];
q[4] = q[2];
q[5].x = p.pos.x + rv.x - uv.x; q[5].y = p.pos.y + rv.y - uv.y; q[5].z = p.pos.z + rv.z - uv.z; q[5].u = 1; q[5].v = 1;
for (int k = 0; k < 6; ++k) { q[k].c = c; verts.push_back(q[k]); }
}
}
if (!verts.empty())
dev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, (UINT)verts.size() / 3,
&verts[0], sizeof(V));
dev->SetTexture(0, NULL);
dev->SetRenderState(D3DRS_LIGHTING, sLight);
dev->SetRenderState(D3DRS_FOGENABLE, sFog);
dev->SetRenderState(D3DRS_ZWRITEENABLE, sZW);
dev->SetRenderState(D3DRS_ALPHABLENDENABLE, sBlend);
dev->SetRenderState(D3DRS_SRCBLEND, sSrc);
dev->SetRenderState(D3DRS_DESTBLEND, sDst);
dev->SetRenderState(D3DRS_CULLMODE, sCull);
dev->SetTextureStageState(0, D3DTSS_COLOROP, sCop);
dev->SetTextureStageState(0, D3DTSS_COLORARG1, sCa1);
dev->SetTextureStageState(0, D3DTSS_COLORARG2, sCa2);
dev->SetTextureStageState(0, D3DTSS_ALPHAOP, sAop);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, sAa1);
dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, sAa2);
}
// BT (task #20): the live window client aspect (0 = never resized -> the
// projection builders fall back to the configured x_size/y_size). Set by
// L4NotifyWindowResized (WM_SIZE) so a user-resized window doesn't stretch
// the scene fat/skinny.
float gWindowAspect = 0.0f;
// The PRESENTED aspect (task #45): the fixed 800x600 backbuffer stretches into
// the client area, so anything drawn in backbuffer pixels must pre-compensate
// by the CLIENT aspect to appear square on screen. The HUD + the aim-ray
// reticle<->NDC conversions use this.
float BTGetPresentAspect()
{
extern float gWindowAspect;
return (gWindowAspect > 0.0f) ? gWindowAspect : (800.0f / 600.0f);
}
#define PILL_COUNT 20
#define PILL_SIZE (y_size*0.03125) // 32 @ 1280x1024
#define PILL_SPACING (PILL_SIZE*0.625) // 20 @ 1280x1024
#define LOAD_COLOR 0xFF6565FF
#define FADE_IN 0.05f
#define PILL_ON 0.05f
#define FADE_OUT 0.5f
#define LOAD_TEXT_HEIGHT PILL_SIZE // 32 @ 1280x1024
#define LOAD_TEXT_WIDTH (LOAD_TEXT_HEIGHT*12.125) // 388 @ 1280x1024
#define PS_OFF 0
#define PS_FADINGIN 1
#define PS_ON 2
#define PS_FADINGOUT 3
#define LOAD_TEXT_VERT (PILL_SIZE/2.0)
#ifdef LOGFRAMERATE
FILE *FRAMERATE_LOG;
#endif
//
// Includes for the DPL libraries
//
// RB 1/15/07
//#include <dpl\dpl.h>
//#include <dpl\dpl_2d.h>
//#include <dpl\dpl_vpx.h>
//#include <dpl\dplutils.h>
//#include <dpl\matrix.h>
//
// You can enable or disable these traces here for quicker rebuilding during
// profile testing, but for production they should be all turned off!
//
//#define TRACE_VIDEO_CULL_SETUP
//#define TRACE_VIDEO_VEHICLE_RENDERABLES
// #define TRACE_VIDEO_ALL_RENDERABLES
//
// These are other traces you can use to extract data
//
#if defined(TRACE_VIDEO_LOAD_OBJECT)
static BitTrace Video_Load_Object("Video Load Object");
#define SET_VIDEO_LOAD_OBJECT() Video_Load_Object.Set()
#define CLEAR_VIDEO_LOAD_OBJECT() Video_Load_Object.Clear()
#else
#define SET_VIDEO_LOAD_OBJECT()
#define CLEAR_VIDEO_LOAD_OBJECT()
#endif
#if defined(TRACE_VIDEO_CONSTRUCT_ROOT)
static BitTrace Video_Construct_Root("Video Construct Root");
#define SET_VIDEO_CONSTRUCT_ROOT() Video_Construct_Root.Set()
#define CLEAR_VIDEO_CONSTRUCT_ROOT() Video_Construct_Root.Clear()
#else
#define SET_VIDEO_CONSTRUCT_ROOT()
#define CLEAR_VIDEO_CONSTRUCT_ROOT()
#endif
//
// This is the time spent fetching and processing the pickpoint information
// from the DPL renderer.
//
#if defined(TRACE_VIDEO_PICKPOINT)
static BitTrace Video_Pickpoint("Video Pickpoint");
#define SET_VIDEO_PICKPOINT() Video_Pickpoint.Set()
#define CLEAR_VIDEO_PICKPOINT() Video_Pickpoint.Clear()
#else
#define SET_VIDEO_PICKPOINT()
#define CLEAR_VIDEO_PICKPOINT()
#endif
//
// Traces the time spent setting up the video culling parameters
//
#if defined(TRACE_VIDEO_CULL_SETUP)
static BitTrace Video_Cull_Setup("Video Cull Setup");
# define SET_VIDEO_CULL_SETUP() Video_Cull_Setup.Set()
# define CLEAR_VIDEO_CULL_SETUP() Video_Cull_Setup.Clear()
#else
# define SET_VIDEO_CULL_SETUP()
# define CLEAR_VIDEO_CULL_SETUP()
#endif
//
// This trace covers the entire time spent executing renderables as one
// transition. It goes up when the execute implimentation starts running
// over the all iterator and goes down when it's done.
//
#if defined(TRACE_VIDEO_RENDERABLES)
static BitTrace Video_Renderables("Video Renderables");
#define SET_VIDEO_RENDERABLES() Video_Renderables.Set()
#define CLEAR_VIDEO_RENDERABLES() Video_Renderables.Clear()
#else
#define SET_VIDEO_RENDERABLES()
#define CLEAR_VIDEO_RENDERABLES()
#endif
//
// Traces time spent executing renderables that belong to a vehicle entity
// (currently Mech, VTV or BTPlayer)
//
#if defined(TRACE_VIDEO_VEHICLE_RENDERABLES)
static BitTrace Video_Vehicle_Renderables("Video Vehicle Renderables");
# define SET_VIDEO_VEHICLE_RENDERABLES() Video_Vehicle_Renderables.Set()
# define CLEAR_VIDEO_VEHICLE_RENDERABLES() Video_Vehicle_Renderables.Clear()
#else
# define SET_VIDEO_VEHICLE_RENDERABLES()
# define CLEAR_VIDEO_VEHICLE_RENDERABLES()
#endif
//
// This trace will transition as each individual renderable is executed.
// It will buzz and cause serious impact to the accuracy of the trace but is
// good for identifying time-eating individual renderables
//
#if defined(TRACE_VIDEO_ALL_RENDERABLES)
static BitTrace Video_All_Renderables("Video All Renderables");
# define SET_VIDEO_ALL_RENDERABLES() Video_All_Renderables.Set()
# define CLEAR_VIDEO_ALL_RENDERABLES() Video_All_Renderables.Clear()
#else
# define SET_VIDEO_ALL_RENDERABLES()
# define CLEAR_VIDEO_ALL_RENDERABLES()
#endif
//
// This is the routine that does a DPL_FlushArticulations on the batch of
// DCS's that we've been holding during rendering, std::flushing them all to
// the card in a big batch
//
#if defined(TRACE_VIDEO_BATCH_FLUSH)
static BitTrace Video_Batch_Flush("Video Batch Flush");
# define SET_VIDEO_BATCH_FLUSH() Video_Batch_Flush.Set()
# define CLEAR_VIDEO_BATCH_FLUSH() Video_Batch_Flush.Clear()
#else
# define SET_VIDEO_BATCH_FLUSH()
# define CLEAR_VIDEO_BATCH_FLUSH()
#endif
//
// This trace shows the time spent doing the "frame done" processing where the
// renderer waits for the DPL card to become ready and then issues a command
// to start the scene drawing. An additional batch std::flush can happen here.
// If USE_ONE_VIDEO_TRACE is turned on, data from this trace will show up as
// part of the Video_Renderer trace.
//
#if defined(TRACE_VIDEO_RENDERER_FRAME_DONE)
# if defined(USE_ONE_VIDEO_TRACE)
# define SET_VIDEO_RENDERER_FRAME_DONE() Video_Renderer.Set()
# define CLEAR_VIDEO_RENDERER_FRAME_DONE() Video_Renderer.Clear()
# else
static BitTrace Video_Renderer_Frame_Done("Video Renderer Frame Done");
# define SET_VIDEO_RENDERER_FRAME_DONE() Video_Renderer_Frame_Done.Set()
# define CLEAR_VIDEO_RENDERER_FRAME_DONE() Video_Renderer_Frame_Done.Clear()
# endif
#else
# define SET_VIDEO_RENDERER_FRAME_DONE()
# define CLEAR_VIDEO_RENDERER_FRAME_DONE()
#endif
//
// The following traces are specifically designed for profileing the low level
// DPL routines in Division's libraries. You need to link to a special "profile"
// version of the division libraries for these to work. If you enable them
// with a production libdpl you will get NO traces. If you disable them and
// try to link to a profile version of libdpl you will get link errors. Sorry
// but this is the most efficient way of connecting the c++ trace routines to
// the C code of division's libraries.
//
// There are switches in the DPL libraries that handle turning these functions
// on and off in the profile version.
//
//#define TRACE_DPL_LOAD_OBJECT
//#define TRACE_DPL_TRANSPUTER_LINK // will buzz
//#define TRACE_DPL_DO_OUTSW // will buzz
//#define TRACE_DPL_OUTINT32 // will buzz
#if defined(TRACE_DPL_LOAD_OBJECT)
static BitTrace DPL_Load_Object("DPL Load Object");
extern "C"
{
void Set_DPL_Load_Object();
void Clear_DPL_Load_Object();
}
void
Set_DPL_Load_Object()
{
DPL_Load_Object.Set();
}
void
Clear_DPL_Load_Object()
{
DPL_Load_Object.Clear();
}
#endif
#if defined(TRACE_DPL_TRANSPUTER_LINK)
static BitTrace DPL_Transputer_Link("DPL Transputer Link");
extern "C"
{
void Set_DPL_Transputer_Link();
void Clear_DPL_Transputer_Link();
}
void
Set_DPL_Transputer_Link()
{
DPL_Transputer_Link.Set();
}
void
Clear_DPL_Transputer_Link()
{
DPL_Transputer_Link.Clear();
}
#endif
#if defined(TRACE_DPL_DO_OUTSW)
static BitTrace DPL_do_outsw("DPL do_outsw");
extern "C"
{
void Set_DPL_do_outsw();
void Clear_DPL_do_outsw();
}
void
Set_DPL_do_outsw()
{
DPL_do_outsw.Set();
}
void
Clear_DPL_do_outsw()
{
DPL_do_outsw.Clear();
}
#endif
#if defined(TRACE_DPL_OUTINT32)
static BitTrace DPL_outint32("DPL outint32");
extern "C"
{
void Set_DPL_outint32();
void Clear_DPL_outint32();
}
void
Set_DPL_outint32()
{
DPL_outint32.Set();
}
void
Clear_DPL_outint32()
{
DPL_outint32.Clear();
}
#endif
//
// The following trace will probably be obsolete soon
//
#if 0
#if defined(TRACE_VIDEO_FIRST_FRAME_DONE)
static BitTrace Video_First_Frame_Done("Video First Frame Done");
# define SET_VIDEO_FIRST_FRAME_DONE() Video_First_Frame_Done.Set()
# define CLEAR_VIDEO_FIRST_FRAME_DONE() Video_First_Frame_Done.Clear()
#else
# define SET_VIDEO_FIRST_FRAME_DONE()
# define CLEAR_VIDEO_FIRST_FRAME_DONE()
#endif
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Definitions of various debugging switches
//
#define DEBUG_SPECIAL_CALLBACK 0 // 0 = none, 1 = print special, 2 = real noisy
#define DEBUG_CREATE_CALLBACK 0 // 0 = none,
#define PRINT_THE_PFX False // Set to true and the pfx definition will print when it is read in.
#define RAPID_SECT_PIXEL True // True if you want to use the rapidsectpixel call for intersections
#define PARTICLE_TEST False // True to issue a stream of particles at the detected intersect point
#define PRINT_PICKPOINT_TEST False // True to print data whenever the intersect changes
#define NOISY_RENDERER False // True enables a lot of printouts as the renderer makes/kills object
#define USE_TRACKER_STRUCTURE False // True to enable the full tracker structure that holds damage zone names & such
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Definitions of system constants used only in this file
//
#define MAX_SPECIAL_ARGUMENTS 25 // Maximum number of arguments a "special" callback can handle
#define MAX_SPECIAL_SIZE 512 // Maximum size (characters) of a "special"
#define dpl_arg_sep '~' // seperator used when parsing dpl argument string
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Entity
*Entity_Being_Created = 0; // !!! temp, till callback handlers become a class
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// These extern "c" routines and constants are from startdpl or from dpl
// itself and need to be here.
//
extern "C" {
//STUBBED: DPL RB 1/15/07
//extern const int
// x_size, // x size of the screen (from startdpl)
// y_size; // y size of the screen (startdpl)
void
dpl_TexmapTexels2D ( // A routine from DPL we normally couldn't access
dpl_TEXMAP *tm,
uint32 *texels,
int32 u_size,
int32 v_size,
int32 bytes_per_texel);
int
screen_resolution( // Sets up the screen resolution (startdpl)
char *dpl_argv ),
explode_args( // Parses DPLARG system environmental (startdpl)
char **argv,
char *dpl_args,
char sep );
char
*dpl_TypeToString( // Converts a DPL type code into a string (libdpl)
dpl_TYPE t);
int32
dpl_DrawSceneComplete(void); // missing definition (libdpl)
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// see DPLReportPerfStats()
//STUBBED: VIDEO RB 1/15/07
//extern "C" const int32 __sect_time;
//extern "C" const int32 __last_cull_time;
//extern "C" const int32 __last_draw_time;
//extern "C" const int32 __last_frame_time;
//extern "C" const int32 __last_pxpl_time;
//extern "C" const int32 __last_frame_prims;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// dump_frame_buffer() std::declaration
void dump_frame_buffer(
dpl_VIEW *eye,
int32 x_size,
int32 y_size,
Logical antialias);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// The following are definitions of DPL callback functions. These are called
// by the dpl file loader as it is loading graphics files so we can do material
// substitution and set special attributes on geometry & such.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// The "special" callback is called whenever a "special" field is processed in
// incomming geometry.
// dPL special callback function type.
// typedef void (dpl_SPECIAL_CALLBACK)(dpl_TYPE type, void *handle,
// char8 *special, uint32 special_len);
static void
TestSpecialCallBack(
dpl_TYPE type,
void *handle,
char8 *special,
uint32 special_len)
{
//STUBBED: DPL RB 1/14/07
// char
// *args[MAX_SPECIAL_ARGUMENTS],
// **argptr,
// *argstring;
// int
// argcount;
// float
// u0,
// v0,
// du,
// dv;
// int32
// immunity;
// char
//// NameBuff[80],
// TempBuff[MAX_SPECIAL_SIZE + 1];
// #if USE_TRACKER_STRUCTURE
// dpl_tracker
// *this_tracker;
// #endif
//
// if(special_len > MAX_SPECIAL_SIZE)
// {
// DEBUG_STREAM<<"SPECIAL was bigger than "<<MAX_SPECIAL_SIZE<<"\n" << std::flush;
// Verify(special_len > MAX_SPECIAL_SIZE);
// }
// strncpy(TempBuff, (const char*)special, special_len);
// TempBuff[special_len] = 0;
// if(TempBuff[special_len-1] != 0)
// {
// DEBUG_STREAM<<"Caution, the following SPECIAL was not null terminated\n" << std::flush;
// printf("SPECIAL->%08x: %s, %s\n", handle, dpl_TypeToString(type), TempBuff);
// }
// #if DEBUG_SPECIAL_CALLBACK >= 1
// printf("SPECIAL->%08x: %s, %s\n", handle, dpl_TypeToString(type), TempBuff);
// #endif
////
//// Scan all the argument start points into an array for easier processing.
//// also avoids non-reentrand problem with strtok
////
// argstring = TempBuff;
// for(argcount = 0; argcount<MAX_SPECIAL_ARGUMENTS; argcount++)
// {
// args[argcount] = strtok(argstring," ");
// if(!args[argcount])
// break;
// argstring = NULL;
// }
// args[MAX_SPECIAL_ARGUMENTS-1] = 0;
////
//// Decode the dpl_type the special was found in, all I know of are listed here
//// though some we may never see.
////
// switch(type)
// {
// case dpl_type_error:
// break;
// case dpl_type_scene:
// break;
// case dpl_type_zones:
// break;
// case dpl_type_view:
// break;
// case dpl_type_instance:
// break;
// case dpl_type_dcs:
// break;
// case dpl_type_light:
// break;
// case dpl_type_object:
// for(argptr = args;
// *argptr;
// argptr++)
// {
// if (strcmp(*argptr, "ADDITIVE_LODS") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Calling SetObjectAdditiveLODs on an object\n");
// #endif
// // REMOVE dpl_SetObjectAdditiveLODs to run with older renderers
// dpl_SetObjectAdditiveLODs ( (dpl_OBJECT *)handle);
// }
// }
// break;
// case dpl_type_lod:
// break;
// case dpl_type_geogroup:
// #if USE_TRACKER_STRUCTURE
// this_tracker = (dpl_tracker *)dpl_GetAppSpecific(handle);
// #endif
// for(argptr = args;
// *argptr;
// argptr++)
// {
// if (strncmp(*argptr, "dz_", 3) == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL GEOGROUP Damage zone ");
// #endif
//
// #if USE_TRACKER_STRUCTURE
// if (this_tracker)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("marked\n");
// #endif
// strncpy(this_tracker->dz_name, *argptr, MAX_DZ_NAME_LENGTH);
// this_tracker->dz_name[MAX_DZ_NAME_LENGTH - 1] = 0;
// #endif
// //---------------------------------------------
// // lookup damage zone index in global namelist
// //---------------------------------------------
// if (Entity_Being_Created->damageZones)
// {
// Check_Pointer(Entity_Being_Created->damageZones);
//
// int
// damage_zone_index;
//
// damage_zone_index =
// Entity_Being_Created->GetDamageZoneIndex(*argptr);
//
// if (damage_zone_index != -1)
// {
// #if USE_TRACKER_STRUCTURE
// this_tracker->Damage_Zone_Number = damage_zone_index;
// #else
// if(dpl_GetAppSpecific(handle))
// Fail("AppSpecific already set\n");
// dpl_PutAppSpecific(handle, (void *)(damage_zone_index+1));
// #endif
// }
// else
// {
// DEBUG_STREAM << std::endl << "Damage zone '" <<
// *argptr << "' not in table." << std::endl;
// }
// }
// #if USE_TRACKER_STRUCTURE
// }
// else
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("NOT marked\n");
// #endif
// }
// #endif
// }
// else if(strcmp(*argptr,"PUNCH") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL GEOGROUP Punchize\n");
// #endif
// dpl_Punchize((dpl_GEOGROUP *)handle);
// }
// else if(strcmp(*argptr,"DAMAGE") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL GEOGROUP damagize\n");
// #endif
// if(*(++argptr))
// {
// int
// status;
// dpl_MATERIAL *damagize_material = dpl_LookupMaterial ( *argptr, dpl_lookup_normal, &status );
// if(damagize_material)
// {
// dpl_Damagize((dpl_GEOGROUP *)handle, damagize_material);
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL GEOGROUP DAMAGE couldn't find material "<<*argptr<<"\n" << std::flush;
// Verify(damagize_material);
// }
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL GEOGROUP DAMAGE no material name \n" << std::flush;
// Verify(*argptr);
// }
// }
// else if(strcmp(*argptr,"WIREFRAME") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL GEOGROUP WIREFRAME\n");
// #endif
// dpl_SetGeogroupWireframe((dpl_GEOGROUP *)handle, True);
// }
// else if(strcmp(*argptr,"GEOMETRIZE") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL GEOGROUP geometrize\n");
// #endif
// if(*(++argptr))
// {
// dpl_GEOMETRY
// *geometry_ptr;
// long
// geometrize_code;
// int
// geometry_id = 0;
// sscanf(
// *argptr,
// "%lx",
// &geometrize_code);
// do
// {
// geometry_ptr = dpl_GetGeogroupGeometry((dpl_GEOGROUP *)handle,geometry_id);
// if(geometry_ptr)
// {
// dpl_Geometrize(geometry_ptr,geometrize_code);
// }
// geometry_id++;
// } while(geometry_ptr);
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL GEOGROUP GEOMETRIZE has no geometrize code\n" << std::flush;
// Verify(*argptr);
// }
// }
// else if(strcmp(*argptr,"DRAWLAST") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL GEOGROUP DRAWLAST\n");
// #endif
// dpl_SetGeogroupDrawLast((dpl_GEOGROUP *)handle, True);
// dpl_FlushGeogroup((dpl_GEOGROUP *)handle);
// }
// else if(strcmp(*argptr,"BLINK") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("SPECIAL GEOGROUP BLINK is not supported\n");
// #endif
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL GEOGROUP "<<*argptr<<" is not a geogroup modifier\n" << std::flush;
// }
// }
// break;
// case dpl_type_geometry:
// break;
// case dpl_type_material:
// for(argptr = args;
// *argptr;
// argptr++)
// {
// if(strcmp(*argptr,"IMMUNE") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL MATERIAL IMMUNE\n");
// #endif
// if(*(++argptr))
// {
// immunity = atol(*argptr);
// dpl_SetMaterialFogImmunity ( (dpl_MATERIAL *)handle, immunity );
// dpl_FlushMaterial((dpl_MATERIAL *)handle);
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL MATERIAL IMMUNE has no immune code\n" << std::flush;
// Verify(*argptr);
// }
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL MATERIAL "<<*argptr<<" is not a material modifier\n" << std::flush;
// }
// }
// break;
// case dpl_type_texture:
// for(argptr = args;
// *argptr;
// argptr++)
// {
// if(strcmp(*argptr,"SCROLL") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SCROLL\n");
// #endif
// u0 = v0 = du = dv = 0.0;
// if(*(++argptr))
// u0 = atof(*argptr);
// else
// {
// DEBUG_STREAM<<"SPECIAL TECTURE SCROLL missing u0\n" << std::flush;
// Verify(*argptr);
// }
// if(*(++argptr))
// v0 = atof(*argptr);
// else
// {
// DEBUG_STREAM<<"SPECIAL TECTURE SCROLL missing v0\n" << std::flush;
// Verify(*argptr);
// }
// if(*(++argptr))
// du = atof(*argptr);
// else
// {
// DEBUG_STREAM<<"SPECIAL TECTURE SCROLL missing du\n" << std::flush;
// Verify(*argptr);
// }
// if(*(++argptr))
// dv = atof(*argptr);
// else
// {
// DEBUG_STREAM<<"SPECIAL TECTURE SCROLL missing dv\n" << std::flush;
// Verify(*argptr);
// }
// dpl_SetTextureScroll (
// (dpl_TEXTURE *)handle,
// u0,
// v0,
// du,
// dv);
// dpl_FlushTexture((dpl_TEXTURE *)handle);
// }
// else if(strcmp(*argptr,"FAKESIZE") == 0)
// {
// #if DEBUG_SPECIAL_CALLBACK >= 2
// Tell("Doing SPECIAL TEXURE FAKESIZE\n");
// #endif
// int
// size, offset;
// if(*(++argptr))
// size = atoi(*argptr);
// else
// {
// DEBUG_STREAM<<"SPECIAL TEXTURE FAKESIZE missing size\n" << std::flush;
// Verify(*argptr);
// }
// if(*(++argptr))
// offset = atoi(*argptr);
// else
// {
// DEBUG_STREAM<<"SPECIAL TEXTURE FAKESIZE missing offset\n" << std::flush;
// Verify(*argptr);
// }
// dpl_FakeTextureSize((dpl_TEXTURE *)handle,size,offset);
// dpl_FlushTexture((dpl_TEXTURE *)handle);
// }
// else
// {
// DEBUG_STREAM<<"SPECIAL TEXTURE "<<*argptr<<" is not a texture modifier\n" << std::flush;
// }
// }
// break;
// case dpl_type_texmap:
// break;
// case dpl_type_ramp:
// break;
// }
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// The TestCreateCallBack callback is called whenever a dpl node of the indicated
// type is created while loading a DPL graphics file.
/* dPL create/delete callback function type. */
//typedef void (dpl_CREATE_DELETE_CALLBACK)(dpl_TYPE type, void *handle);
static void
TestCreateCallBack(
dpl_TYPE type,
#if DEBUG_CREATE_CALLBACK>=1
void *handle
#else
void *
#endif
)
{
//
// get a pointer to the node structure (first part of most dpl types)
//
#if DEBUG_CREATE_CALLBACK >=1
printf("CREATE->%08x: %s\n", handle, dpl_TypeToString(type));
#endif
switch(type)
{
case dpl_type_error:
break;
case dpl_type_scene:
break;
case dpl_type_zones:
break;
case dpl_type_view:
break;
case dpl_type_instance:
break;
case dpl_type_dcs:
break;
case dpl_type_light:
break;
case dpl_type_object:
break;
case dpl_type_lod:
break;
case dpl_type_geogroup:
#if USE_TRACKER_STRUCTURE
{
dpl_tracker *this_tracker = new dpl_tracker;
this_tracker->This_Entity = Entity_Being_Created;
this_tracker->dz_name[0] = 0;
this_tracker->Damage_Zone_Number = -1; // no damage zone (default)
if(dpl_GetAppSpecific(handle))
DEBUG_STREAM<<"app_specific hook already set!\n" << std::flush;
dpl_PutAppSpecific(handle, this_tracker);
break;
}
#endif
case dpl_type_geometry:
break;
case dpl_type_material:
break;
case dpl_type_texture:
break;
case dpl_type_texmap:
break;
case dpl_type_ramp:
break;
}
}
//#############################################################################
// Code to setup and handle material substitutions.
//#############################################################################
//
NameList
*materialSubstitutionList = NULL;
const char *opMaterialName(const char *fileName, int opId)
{
hash_map<string, hash_map<int, string>>::const_iterator fileIter = gOpNames->find(string(fileName));
if (fileIter != gOpNames->end())
{
hash_map<int, string>::const_iterator matIter = (*fileIter).second.find(opId);
if (matIter != (*fileIter).second.end())
{
return (*matIter).second.c_str();
}
}
return NULL;
}
void loadTables()
{
gOpNames = new hash_map<string, hash_map<int, string>>();
gReplacementData = new hash_map<string, ReplacementMaterialData>();
FILE * opNames = fopen("VIDEO\\REPLACEMATS.tbl", "rb");
size_t numMats;
fread(&numMats, sizeof(size_t), 1, opNames);
for (int i = 0; i < (int)numMats; i++)
{
int opNum, fileNameLen, matNameLen;
fread(&opNum, sizeof(int), 1, opNames);
fread(&fileNameLen, sizeof(int), 1, opNames);
char *fileName = new char[fileNameLen];
fread(fileName, sizeof(char), fileNameLen, opNames);
fread(&matNameLen, sizeof(int), 1, opNames);
char *matName = new char[matNameLen];
fread(matName, sizeof(char), matNameLen, opNames);
hash_map<string, hash_map<int, string>>::const_iterator fileIter = gOpNames->find(string(fileName));
if (fileIter != gOpNames->end())
{
hash_map<int, string>::const_iterator matIter = (*fileIter).second.find(opNum);
if (matIter != (*fileIter).second.end())
{
(*gOpNames)[string(fileName)][opNum] = string(matName);
} else
{
(*gOpNames)[string(fileName)].insert(pair<int, string>(opNum, string(matName)));
}
} else
{
hash_map<int, string> fileMap;
fileMap.insert(pair<int, string>(opNum, string(matName)));
gOpNames->insert(pair<string, hash_map<int, string>>(string(fileName), fileMap));
}
delete [] fileName;
delete [] matName;
}
fclose(opNames);
FILE *replacementData = fopen("VIDEO\\MATREPLACETABLE.tbl", "rb");
fread(&numMats, sizeof(size_t), 1, replacementData);
for (int i = 0; i < (int)numMats; i++)
{
int matNameLen, texNameLen;
fread(&matNameLen, sizeof(int), 1, replacementData);
char *matName = new char[matNameLen];
fread(matName, sizeof(char), matNameLen, replacementData);
fread(&texNameLen, sizeof(int), 1, replacementData);
char *texName = new char[texNameLen];
fread(texName, sizeof(char), texNameLen, replacementData);
ReplacementMaterialData data;
data.texName = string(texName);
fread(&data, sizeof(float), 3, replacementData);
gReplacementData->insert(pair<string, ReplacementMaterialData>(string(matName), data));
delete [] matName;
delete [] texName;
}
fclose(replacementData);
}
/* dPL material name callback function type. */
//typedef char8 *(dpl_MATERIAL_NAME_CALLBACK)(char8 *mat_name);
char*
substituteMaterial(
char *source
)
{
static char
buffer[MATERIAL_NAME_BUFFER_LENGTH];
NameList::Entry
*entry;
const char
*search,
*replace,
*pc;
int
len;
//----------------------------------------------
// perform text substitution
// first match in the sub list gets substituted
// materialSubstitutionList is a pre-prepared global namelist.
//----------------------------------------------
if (materialSubstitutionList == NULL)
{
return source;
}
entry = materialSubstitutionList->GetFirstEntry();
while (entry)
{
search = entry->GetName();
if (search && *search && (pc = strstr((char*)source, search)) != NULL)
{
replace = entry->GetChar();
*buffer = '\0';
len = (char*)pc - source;
while (*replace == '<')
{
++replace;
--len;
}
if (len > 0)
{
strncat(buffer, (const char*)source, len);
}
pc += strlen(search);
len = strlen(replace);
while (len && *(replace+len-1) == '>')
{
--len;
if (*pc) { ++pc; }
}
if (len > 0)
{
strncat(buffer, replace, len);
}
Str_Cat(buffer, pc, MATERIAL_NAME_BUFFER_LENGTH);
delete [] source;
source = new char[strlen(buffer) + 1];
Str_Copy((char*)source, buffer, MATERIAL_NAME_BUFFER_LENGTH);
break;
}
entry = entry->GetNextEntry();
}
return source;
}
vector<MONITORINFO> DPLRenderer::MonitorsCreateAll(int &monitorCount)
{
monitorCount = gD3D->GetAdapterCount();
vector<MONITORINFO> allMonitors(monitorCount);
for(UINT i = 0; i < monitorCount; i++)
{
HMONITOR monitorHandle = gD3D->GetAdapterMonitor(i);
MONITORINFO info;
info.cbSize = sizeof(MONITORINFO);
GetMonitorInfo(monitorHandle, &info);
allMonitors[i] = info;
}
return allMonitors;
}
void DPLRenderer::SetCoreRenderStates()
{
mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_USEW);
float size = 1.0f;
mDevice->SetRenderState(D3DRS_POINTSIZE, *(DWORD*)(&size));
mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
D3DXMATRIX view_matrix, proj_matrix;
D3DXMatrixIdentity(&view_matrix);
D3DXMatrixOrthoLH(&proj_matrix, x_size, y_size, 1.0f, 1000.0f);
mDevice->SetTransform(D3DTS_VIEW, &view_matrix);
mDevice->SetTransform(D3DTS_PROJECTION, &proj_matrix);
mDevice->SetRenderState(D3DRS_LIGHTING, false);
mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
mDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
//-----------------------------------------------------------------------------
//--------------------------DPL video resource object--------------------------
//-----------------------------------------------------------------------------
//#############################################################################
//############################ L4VideoObject ############################
//#############################################################################
L4VideoObject::L4VideoObject(
const char *filename,
ResourceType resource_type,
Enumeration renderer_modes, // RendererModes
float blink_period,
float percent_time_on
)
{
Check_Pointer(filename);
// BT audit (task #20): count every loaded video object (map pieces + props +
// mech parts) so the runtime total can be compared against the map source's
// instance list. 1-per-10 logging keeps the volume sane.
{
static int s_vidObjCount = 0;
++s_vidObjCount;
if ((s_vidObjCount % 10) == 0 || s_vidObjCount < 5)
DEBUG_STREAM << "[vidobj] " << s_vidObjCount << " loaded (latest: "
<< filename << ")" << "\n" << std::flush;
}
Str_Copy(objectFilename, filename, sizeof(objectFilename));
//---------------------------------------------------------------
// pad objectFilename with nulls so all .res files are identical
//---------------------------------------------------------------
char
*p = objectFilename + strlen(filename) + 1,
*c = objectFilename + sizeof(objectFilename);
for (; p < c; ++p)
{ *p = '\0'; }
resourceType = resource_type;
rendererModes = renderer_modes;
blinkPeriod = blink_period;
percentTimeOn = percent_time_on;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
L4VideoObject::~L4VideoObject()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical
L4VideoObject::TestInstance() const
{
Verify( strlen(objectFilename) < sizeof(objectFilename) );
return True;
}
//#############################################################################
//######################## L4VideoObjectWrapper #########################
//#############################################################################
L4VideoObjectWrapper::L4VideoObjectWrapper(
L4VideoObject *video_object,
Logical delete_object
)
{
Check_Pointer(video_object); // do not use Check()
videoObject = video_object;
deleteObject = delete_object;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
L4VideoObjectWrapper::~L4VideoObjectWrapper()
{
if (deleteObject)
{
Unregister_Pointer(videoObject);
delete videoObject;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical
L4VideoObjectWrapper::TestInstance() const
{
if (videoObject)
{
Check_Pointer(videoObject); // do not use Check()
}
return True;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// static
int L4VideoObjectWrapper::BuildVideoObjectChainFromResource(ChainOf<L4VideoObjectWrapper*> *video_chain, ResourceDescription *video_resource)
{
//do not Check(this) - static
Check(video_chain);
Check(video_resource);
const char *video_pointer;
int object_count, index;
long object_size;
L4VideoObject *video_object;
L4VideoObjectWrapper *video_wrapper;
//----------------------------------------------------
// convert video resource into chain of video objects
//----------------------------------------------------
video_pointer = (char *)video_resource->resourceAddress;
Check_Pointer(video_pointer);
object_count = *((int *)video_pointer);
video_pointer += sizeof(int);
object_size = sizeof(L4VideoObject);
Verify(video_resource->resourceSize == sizeof(int) + object_count * object_size);
//Tell("video chain: ("<<object_count<<")");
for (index = 0; index < object_count; ++index)
{
video_object = (L4VideoObject *)video_pointer;
//do not register (done through resource)
video_pointer += object_size;
//Tell(" '"<<video_object->GetObjectFilename()<<"' 0x"<<std::hex<<video_object->GetRendererModes());
video_wrapper = new L4VideoObjectWrapper(video_object, False);
Register_Object(video_wrapper);
video_chain->Add(video_wrapper);
}
//Tell(std::dec<<"\n");
return object_count;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// static
void
L4VideoObjectWrapper::DeleteVideoObjectChain(
ChainOf<L4VideoObjectWrapper*> *video_chain
)
{
//do not Check(this) - static
Check(video_chain);
ChainIteratorOf<L4VideoObjectWrapper*>
video_iterator(video_chain);
L4VideoObjectWrapper
*video_wrapper;
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
Check(video_wrapper);
Unregister_Object(video_wrapper);
delete video_wrapper;
}
return;
}
void DPLRenderer::FindBestAdapterIndices(bool isWindowed)
{
bool spanDisable = false;
bool *spanDisablePtr = NULL;
//Get all available monitor indices & stats
int monitorCount = 0;
std::vector<MONITORINFO> monitors = this->MonitorsCreateAll(monitorCount);
int monitorReserved = 0x10000000;
//Test for primary gauge override
char* gaugeAdapterString = getenv("PRIMGAUGE");
if (gaugeAdapterString != NULL)
{
mPrimaryIndex = new int;
*mPrimaryIndex = atoi(gaugeAdapterString);
DEBUG_STREAM << "Primary gauge override- adapter " << *mPrimaryIndex << std::endl;
}
//Test for secondary gauge override
gaugeAdapterString = getenv("SECGAUGE");
if (gaugeAdapterString != NULL)
{
mSecondaryIndex = new int;
*mSecondaryIndex = atoi(gaugeAdapterString);
DEBUG_STREAM << "Secondary gauge override- adapter " << *mSecondaryIndex << std::endl;
}
//Only do gauge overrides if we're using gauges during this execution
if (!Application::DoSuppressGauges())
{
//Test for gauge1 override
gaugeAdapterString = getenv("MFDGAUGE");
if (gaugeAdapterString != NULL)
{
mAux1Index = new int;
*mAux1Index = atoi(gaugeAdapterString);
DEBUG_STREAM << "MFD Gauge Override- adapter " << *mAux1Index << std::endl;
}
//Test for span disable override
spanDisablePtr = NULL;
gaugeAdapterString = getenv("SPANDISABLE");
if (gaugeAdapterString != NULL)
{
spanDisable = atoi(gaugeAdapterString);
spanDisablePtr = &spanDisable;
DEBUG_STREAM << "Spanning Override: Span ";
if (*spanDisablePtr)
{
DEBUG_STREAM << "Disabled";
} else
{
DEBUG_STREAM << "Enabled";
}
DEBUG_STREAM << std::endl;
}
if (spanDisablePtr == NULL || *spanDisablePtr)
{
//Test for gauge2 override
gaugeAdapterString = getenv("MFDGAUGE2");
if (gaugeAdapterString != NULL)
{
mAux2Index = new int;
*mAux2Index = atoi(gaugeAdapterString);
DEBUG_STREAM << "MFD Gauge #2 Override- adapter " << *mAux2Index << std::endl;
}
}
//Disable spanning if they overrode the 2nd gauge
if (spanDisablePtr == NULL && mAux2Index != NULL)
{
DEBUG_STREAM << "MFD Gauge #2 was overridden... forcing spanning disabled." << std::endl;
spanDisable = true;
spanDisablePtr = &spanDisable;
}
}
//Remove all monitors explicitly assigned somewhere from the list of available monitors
if (mPrimaryIndex != NULL && (*mPrimaryIndex) >= 0 && (*mPrimaryIndex) < monitorCount)
{
monitors[*mPrimaryIndex].dwFlags |= monitorReserved;
}
if (mSecondaryIndex != NULL && (*mSecondaryIndex) >= 0 && (*mSecondaryIndex) < monitorCount)
{
monitors[*mSecondaryIndex].dwFlags |= monitorReserved;
}
if (mAux1Index != NULL && (*mAux1Index) >= 0 && (*mAux1Index) < monitorCount)
{
monitors[*mAux1Index].dwFlags |= monitorReserved;
}
if (mAux2Index != NULL && (*mAux2Index) >= 0 && (*mAux2Index) < monitorCount)
{
monitors[*mAux2Index].dwFlags |= monitorReserved;
}
if (mPrimaryIndex == NULL)
{
DEBUG_STREAM << "Trying to find the monitor marked as active in Windows..." << std::endl;
//Set up the monitor so marked as the primary (unless none are marked)
for (int i = 0; i < monitorCount; i++)
{
int flags = monitors[i].dwFlags;
if ((flags & (MONITORINFOF_PRIMARY | monitorReserved)) == MONITORINFOF_PRIMARY)
{
DEBUG_STREAM << "Monitor " << i << " was set as active in Windows... setting it as the primary monitor." << endl;
mPrimaryIndex = new int;
*mPrimaryIndex = i;
monitors[i].dwFlags |= monitorReserved;
break;
}
}
}
//Do gauges next, since they're the easiest to pick out
if (!Application::DoSuppressGauges() && !isWindowed && monitorCount > 2)
{
DEBUG_STREAM << "Gauges are on, we are not in windowed mode, and we have " << monitorCount << " available monitors, so will try to find MFDs..." << std::endl;
if (mAux1Index == NULL && (spanDisablePtr == NULL || !(*spanDisablePtr)))
{
DEBUG_STREAM << "Don't have a MFD #1 monitor yet, and spanning is not explicitly disabled, so will try to find a really wide monitor for both MFDs..." << std::endl;
//try to find a really wide monitor to use as gauge1
for (int i = 0; i < monitorCount; i++)
{
if ((monitors[i].dwFlags & monitorReserved) == 0)
{
RECT size = monitors[i].rcMonitor;
float aspect = ( (double)(size.right - size.left) / (double)(size.bottom - size.top));
if (aspect > 2.5f)
{
//Really wide! Probably a spanning monitor
DEBUG_STREAM << "Monitor " << i << " is really wide, so will try to use it as the MFDs." << std::endl;
mAux1Index = new int;
*mAux1Index = i;
monitors[i].dwFlags |= monitorReserved;
if (spanDisablePtr == NULL)
{
DEBUG_STREAM << "Explicitly setting spanning to enabled..." << std::endl;
spanDisable = FALSE;
spanDisablePtr = &(spanDisable);
}
break;
}
}
}
}
int possibleAux2Index = -1;
if (mAux1Index == NULL && (spanDisablePtr == NULL || *spanDisablePtr))
{
DEBUG_STREAM << "MFDs not found yet, and spanning isn't explicitly enabled. Will try to find two same-size monitors to use as MFDs..." << std::endl;
map<pair<int,int>,vector<int>> sameSizeMonitors;
//Group the unclaimed monitors by resolution
for (int i = 0; i < monitorCount; i++)
{
if ((monitors[i].dwFlags & monitorReserved) == 0)
{
int width = monitors[i].rcMonitor.right - monitors[i].rcMonitor.left;
int height = monitors[i].rcMonitor.bottom - monitors[i].rcMonitor.top;
pair<int, int> resolution(width, height);
if (sameSizeMonitors.find(resolution) == sameSizeMonitors.end())
{
sameSizeMonitors[resolution] = vector<int>();
}
sameSizeMonitors[resolution].insert(sameSizeMonitors[resolution].begin(), i);
}
}
//Retrieve the bucket of monitors with at least two monitors and the smallest resolution (y res counts more than x res)
vector<int> bestMonitors;
int smallestYRes = -1;
int bestXRes = -1;
for (map<pair<int,int>,vector<int>>::iterator it = sameSizeMonitors.begin(); it != sameSizeMonitors.end(); it++)
{
if ((*it).second.size() >= 2)
{
int yRes = (*it).first.second;
int xRes = (*it).first.first;
if (smallestYRes >= 0)
{
DEBUG_STREAM << "Multiple sets of identically-sized monitors are available. Will use smallest set..." << std::endl;
}
if (smallestYRes < 0 || yRes < smallestYRes || (yRes == smallestYRes && xRes < bestXRes))
{
smallestYRes = yRes;
bestXRes = xRes;
bestMonitors = (*it).second;
}
}
}
int aux1Candidate = -1;
int aux2Candidate = -1;
int aux1Right = 0;
int aux2Right = 0;
if (bestMonitors.size() > 2)
{
DEBUG_STREAM << "More than 2 monitors in the set of smallest, identically-sized monitors... Will use the furthest right as right MFD, one just to the left of that as left MFD..." << std::endl;
}
//The second aux screen is the one furthest to the right
//the first aux screen is the one just to the left of that one
for (vector<int>::iterator it = bestMonitors.begin(); it != bestMonitors.end(); it++)
{
int i = (*it);
if ((monitors[i].dwFlags & monitorReserved) == 0)
{
int right = monitors[i].rcMonitor.right;
if (aux2Candidate < 0 || aux2Right < right)
{
aux1Candidate = aux2Candidate;
aux1Right = aux2Right;
aux2Candidate = i;
aux2Right = right;
} else if (aux1Candidate < 0 || aux1Right < right)
{
aux1Candidate = i;
aux1Right = right;
}
}
}
if (aux1Candidate >= 0 && aux2Candidate >= 0)
{
DEBUG_STREAM << "Got two decent same-size monitors, will use as MFDs... Left is " << aux1Candidate << " and right is " << aux2Candidate << "." << std::endl;
mAux1Index = new int;
*mAux1Index = aux1Candidate;
monitors[aux1Candidate].dwFlags |= monitorReserved;
mAux2Index = new int;
*mAux2Index = aux2Candidate;
monitors[aux2Candidate].dwFlags |= monitorReserved;
spanDisable = true;
spanDisablePtr = &spanDisable;
} else
{
DEBUG_STREAM << "Could not find two identical monitors to use for MFDs." << std::endl;
}
}
if (mAux2Index == NULL && mAux1Index != NULL && (spanDisablePtr == NULL || *spanDisablePtr))
{
DEBUG_STREAM << "We have a left MFD and no right MFD, and spanning is not explicitly enabled. Will try to find identically-sized right MFD." << std::endl;
//find a monitor that is identical to the first gauge monitor
//if multiple, use the furthest to the right
int bestMonitorIndex = -1;
int bestMonitorRight = 0;
int aux1Width = (monitors[*mAux1Index].rcMonitor.right - monitors[*mAux1Index].rcMonitor.left);
int aux1Height = (monitors[*mAux1Index].rcMonitor.bottom - monitors[*mAux1Index].rcMonitor.top);
for (int i = 0; i < monitorCount; i++)
{
if ((monitors[i].dwFlags & monitorReserved) == 0)
{
int monitorWidth = (monitors[i].rcMonitor.right - monitors[i].rcMonitor.left);
int monitorHeight = (monitors[i].rcMonitor.bottom - monitors[i].rcMonitor.top);
if (monitorWidth == aux1Width && monitorHeight == aux1Height)
{
if (bestMonitorIndex >= 0)
{
DEBUG_STREAM << "Found more than one monitor identically sized to the left MFD. Will use furthest-right monitor." << std::endl;
}
if (bestMonitorIndex < 0 || bestMonitorRight < monitors[i].rcMonitor.right)
{
bestMonitorIndex = i;
bestMonitorRight = monitors[i].rcMonitor.right;
}
}
}
}
if (bestMonitorIndex >= 0)
{
DEBUG_STREAM << "Using monitor " << bestMonitorIndex << "as right MFD monitor." << std::endl;
mAux2Index = new int;
*mAux2Index = bestMonitorIndex;
monitors[bestMonitorIndex].dwFlags |= monitorReserved;
} else
{
DEBUG_STREAM << "Could not find decent monitor for right MFD." << std::endl;
}
}
} else
{
DEBUG_STREAM << "Either MFDs are explicitly disabled, we're running in windowed mode, or we don't have enough monitors attached to this machine. MFD monitors will not be detected." << std::endl;
}
if (mPrimaryIndex == NULL)
{
DEBUG_STREAM << "Still no appropriate primary monitor- will find tallest monitor to use." << std::endl;
//Pick the monitor with the highest y resolution (leftmost if there's a tie)
int bestMonitorIndex = -1;
int bestMonitorHeight = 0;
int bestMonitorX = 0;
for (int i = 0; i < monitorCount; i++)
{
if ((monitors[i].dwFlags & monitorReserved) == 0)
{
int height = (monitors[i].rcMonitor.bottom - monitors[i].rcMonitor.top);
if (bestMonitorIndex < 0 || height > bestMonitorHeight || (height == bestMonitorHeight && monitors[i].rcMonitor.left < bestMonitorX))
{
bestMonitorIndex = i;
bestMonitorHeight = height;
bestMonitorX = monitors[i].rcMonitor.left;
}
}
}
if (bestMonitorIndex >= 0)
{
DEBUG_STREAM << "Using monitor " << bestMonitorIndex << " as primary monitor." << std::endl;
mPrimaryIndex = new int;
*mPrimaryIndex = bestMonitorIndex;
monitors[bestMonitorIndex].dwFlags |= monitorReserved;
} else
{
DEBUG_STREAM << "Could not find decent primary monitor. Likely no unclaimed monitors." << std::endl;
}
}
if (mPrimaryIndex != NULL && isWindowed)
{
DEBUG_STREAM << "Game is currently running windowed mode- will set all remaining undefined monitors to be the same as the primary monitor." << std::endl;
if (mSecondaryIndex == NULL)
{
mSecondaryIndex = new int;
*mSecondaryIndex = *mPrimaryIndex;
}
if (mAux1Index == NULL && mAux2Index == NULL)
{
mAux1Index = new int;
*mAux1Index = *mPrimaryIndex;
mAux2Index = new int;
*mAux2Index = *mPrimaryIndex;
}
} else if (!isWindowed && mSecondaryIndex == NULL)
{
DEBUG_STREAM << "Detecting secondary monitor- will attempt to use furthest-left remaining monitor." << std::endl;
//Pick the leftmost remaining monitor
int leftmostIndex = -1;
int leftmostX = 0;
for (int i = 0; i < monitorCount; i++)
{
if ((monitors[i].dwFlags & monitorReserved) == 0)
{
if (leftmostIndex < 0 || monitors[i].rcMonitor.left < leftmostX)
{
leftmostIndex = i;
leftmostX = monitors[i].rcMonitor.left;
}
}
}
if (leftmostIndex >= 0)
{
DEBUG_STREAM << "Using monitor " << leftmostIndex << " as secondary monitor." << std::endl;
mSecondaryIndex = new int;
*mSecondaryIndex = leftmostIndex;
} else
{
DEBUG_STREAM << "Could not find appropriate secondary monitor. Likely no unclaimed monitors remain." << std::endl;
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructor for DPLRenderer
//
DPLRenderer::DPLRenderer(
HWND hWnd,
unsigned int screenWidth,
unsigned int screenHeight,
bool fullscreen,
InterestType interest_type,
InterestDepth depth_calibration
):
VideoRenderer(
1.0f,
1.0f,
RendererPriority::DefaultRendererPriority,
interest_type,
depth_calibration
),
projectile_list(NULL),
dplObjectCacheSocket(NULL, False),
dplJointToDCSTranslatorSocket(NULL,False),
dplRenderableSocket(NULL),
mRenderables(NULL),
x_size(screenWidth),
y_size(screenHeight),
mReticle(NULL),
mCamShipHUD(NULL),
mStaticObjectsHead(NULL),
mStaticObjectsCount(0),
mPrimaryIndex(NULL),
mSecondaryIndex(NULL),
mAux1Index(NULL),
mAux2Index(NULL)
{
__int64 frequency = HiResCounterFreq();
#ifdef LOGFRAMERATE
FRAMERATE_LOG = fopen("framerate.log", "wb");
fwrite(&frequency, sizeof(__int64), 1, FRAMERATE_LOG);
#endif
mCamera = NULL;
loadTables();
// clear out our render lists
memset(mRenderLists, 0, sizeof(mRenderLists));
memset(mNameTextures, 0, sizeof(mNameTextures));
memset(mOrdinalTextures, 0, sizeof(mOrdinalTextures));
D3DXCreateMatrixStack(0, &m_MatrixStack);
m_MatrixStack->LoadIdentity();
gD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (!gD3D)
{
DEBUG_STREAM<<"Couldn't create Direct3D interface!"<<std::endl<<std::flush << std::flush;
PostQuitMessage(1);
}
this->FindBestAdapterIndices(!fullscreen);
memset(&mPresentParams, 0, sizeof(D3DPRESENT_PARAMETERS));
mPresentParams.BackBufferCount = 1;
mPresentParams.MultiSampleType = (D3DMULTISAMPLE_TYPE)atol(getenv("MULTISAMPLE"));
if (mPresentParams.MultiSampleType > 0)
{
gD3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, !fullscreen, mPresentParams.MultiSampleType, &mPresentParams.MultiSampleQuality);
mPresentParams.MultiSampleQuality--;
}
mPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
mPresentParams.hDeviceWindow = hWnd;
mPresentParams.Flags = 0;
mPresentParams.FullScreen_RefreshRateInHz = (fullscreen)?60:D3DPRESENT_RATE_DEFAULT;
mPresentParams.PresentationInterval = D3DPRESENT_RATE_DEFAULT;
mPresentParams.BackBufferFormat = D3DFMT_X8R8G8B8;
mPresentParams.EnableAutoDepthStencil = TRUE;
mPresentParams.AutoDepthStencilFormat = D3DFMT_D24X8;
mPresentParams.Windowed = !fullscreen;
if (fullscreen)
{
mPresentParams.BackBufferWidth = screenWidth;
mPresentParams.BackBufferHeight = screenHeight;
}
HRESULT hr;
//DEBUG_STREAM<<"**************************"<<std::endl<<"**************************"<<std::endl;
//for (UINT adapter = 0; adapter<=3; adapter++)
//{
// DEBUG_STREAM<<"\tAdapter "<<adapter<<": ";
// D3DFORMAT format = (adapter == 0 ? D3DFMT_X8R8G8B8 : D3DFMT_R5G6B5);
// UINT modes = gD3D->GetAdapterModeCount(adapter, format);
// DEBUG_STREAM<<modes<<" display modes"<<std::endl;
// for (UINT mode=0; mode<modes; mode++)
// {
// D3DDISPLAYMODE displayMode;
// hr = gD3D->EnumAdapterModes(adapter, format, mode, &displayMode);
// if (FAILED(hr))
// {
// DEBUG_STREAM<<"\t\tFailed to retrieve display mode "<<mode<<"."<<std::endl;
// continue;
// }
// DEBUG_STREAM<<"\t\t"<<displayMode.Format<<": "<<displayMode.Width<<" x "<<displayMode.Height<<" @ "<<displayMode.RefreshRate<<" Hz"<<std::endl;
// }
// DEBUG_STREAM<<std::endl;
//}
//DEBUG_STREAM<<"**************************"<<std::endl<<"**************************"<<std::endl<<std::flush;
if (mPrimaryIndex == NULL)
{
DEBUG_STREAM<<"Unable to locate a suitable primary device index."<<std::endl<<std::flush;
PostQuitMessage(1);
return;
}
// PORT (perf root cause): the device was created SOFTWARE_VERTEXPROCESSING --
// every vertex of every draw transformed + LIT on the CPU (the ~10fps baseline
// and the multi-hundred-ms "hitch" frames whenever the dense map side entered
// the view; the GPU sat idle, Present <1ms). Try HARDWARE first (any modern
// or pod GPU has fixed-function T&L); fall back to software if it fails, as
// the original error message always intended.
V(gD3D->CreateDevice(*mPrimaryIndex, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &mPresentParams, &mDevice));
if (FAILED(hr))
{
DEBUG_STREAM<<"Couldn't create HARDWARE_VERTEXPROCESSING device."<<std::endl<<std::flush;
V(gD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &mPresentParams, &mDevice));
if (FAILED(hr))
{
PostQuitMessage(1);
}
}
mDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xFF000000, 0.0f, 0);
mDevice->Present(NULL, NULL, NULL, NULL);
ParticleEngine::Initialize(mDevice);
SetCoreRenderStates();
//STUBBED: DPL RB 1/14/07
char
Eye_Type[50],
*Eye_Arg, // Controls generation of the eye point
*DPL_Arg; // Points to DPLARG environment pointer once we get it
int
psfx_number;
// int
// i; // Temporary loop counter
float
eye_x,
eye_y,
eye_z,
eye_x_rot,
eye_y_rot,
eye_z_rot;
//
// Initialize a bunch of the variables to their starting values
//
eyeRelative = False;
completeCycleNeeded = False;
lastAppState = 0;
fogUpdating = True;
fogRed = 0.0f;
fogBlue = 0.0f;
fogGreen = 0.0f;
fogNear = 0.0f;
fogFar = 0.0f;
currentFogFar = 0.0f;
currentFogNear = 0.0f;
searchLightFogRed = 0.0f;
searchLightFogGreen = 0.0f;
searchLightFogBlue = 0.0f;
searchLightFogNear = 0.0f;
searchLightFogFar = 0.0f;
noSearchLightFogRed = 0.0f;
noSearchLightFogGreen = 0.0f;
noSearchLightFogBlue = 0.0f;
noSearchLightFogNear = 0.0f;
noSearchLightFogFar = 0.0f;
clipNear = 0.0f;
clipFar = 0.0f;
mEnvAmbient = 0x00404040; // bring-up floor until the env ambient loads
mCloudRed = mCloudGreen = mCloudBlue = 1.0f; // no cloud tint until env sets it
mCloudEmitRed = mCloudEmitGreen = mCloudEmitBlue = 0.0f;
backgroundRed = 0.0f;
backgroundGreen = 0.0f;
backgroundBlue = 0.0f;
viewAngle = 30.0f;
dplMainView = NULL;
dplDeathZone = NULL;
dplMainZone = NULL;
vehicleReticle = NULL;
dplHitInstance = NULL;
dplHitDCS = NULL;
dplHitGeoGroup = NULL;
dplHitGeometry = NULL;
delayedDCSCount = 0;
myUniqueID = 0;
sceneLightDCS = NULL;
sceneLight = NULL;
sceneLightCount = 0;
worldToEyeMatrix = LinearMatrix::Identity; // the current world to eye transform for our linked entity
currentFrameTime = Now(); // the time at the start of renderable execution
Verify(!DPLHeap);
// DPLHeap = new UserHeap("DPL Heap", 2000000);
Register_Object(DPLHeap);
//
// Clear the myPSFXDescriptons array to all zeros so we can detect attempts
// to use uninitialized items.
//
memset(myPSFXDescriptons, 0, sizeof(myPSFXDescriptons));
//
// These guys will come out of a world environment variable eventually
//
eye_x = 0.0f;
eye_y = 10.0f;
eye_z = 0.0f;
eye_x_rot = 0.0f;
eye_y_rot = 0.0f;
eye_z_rot = 0.0f;
//
// Get pointers to environmentals containing DPL startup arguments and
// eye positioning information. If L4EYES is present set the renderer
// variable that controls the hooking up of the eye position.
//
Eye_Type[0] = 0;
DPL_Arg = getenv("DPLARG");
Eye_Arg = getenv("L4EYES");
if(Eye_Arg)
{
sscanf(
Eye_Arg,
"%f %f %f %f %f %f %s",
&eye_x,
&eye_y,
&eye_z,
&eye_x_rot,
&eye_y_rot,
&eye_z_rot,
Eye_Type);
printf("%f, %f, %f %f, %f, %f\n",
eye_x,
eye_y,
eye_z,
eye_x_rot,
eye_y_rot,
eye_z_rot);
Disconnected_Eye = True; // tells vidrend:: to request outside view of linked entity
if(*Eye_Type == 'r')
{
DEBUG_STREAM<<"DPLRenderer::DPLRenderer Eye will be offset relative to vehicle\n" << std::flush;
eyeRelative = True;
}
}
//
// If the argument was empty, we can't render !!! should exit sensiblly
//
if(!DPL_Arg)
{
DEBUG_STREAM << "DPLARG must be set for the Division card to come up\n" << std::flush;
Verify(DPL_Arg);
}
//
// If we're still here, try to interpret and setup the screen resolution
// requested by DPLARG. The screen_resolution function is Phil's routine
// in startdpl.
//
// if (screen_resolution ( DPL_Arg ) == 0)
// {
// DEBUG_STREAM << "DPLARG is bad, I couldn't understand video format\n" << std::flush;
// Verify(DPL_Arg);
// }
//
// Breakdown the DPLARGS string using expload_args from startdpl, then feed
// the results to the dpl_Init routine to get DPL up and running.
//
char *argv[32];
// int argc = explode_args ( argv, DPL_Arg, dpl_arg_sep );
// dpl_Init ( argc, argv );
//
// Setup the file paths for geometry and texture loading
//
// dpl_SetObjectFilePath ( ".\\video", "\\video", "..\\video" );
// dpl_SetTexmapFilePath ( ".\\video", "\\video", "..\\video" );
// dpl_SetMaterialFilePath ( ".\\video", "\\video", "..\\video" );
// dpl_SetObjectFilePath ( ".\\video", "", "" );
// std::cout<<dpl_GetObjectFilePath()<<"\n";
// dpl_SetTexmapFilePath ( ".\\video", "", "" );
// std::cout<<dpl_GetTexmapFilePath()<<"\n";
// dpl_SetMaterialFilePath ( ".\\video", "", "" );
// std::cout<<dpl_GetMaterialFilePath()<<"\n";
//
// Set the extensions and the DPL routines that will load them
//
// dpl_SetExtnObjectLoadFunc (".bgf", dpl_bgfRead);
// dpl_SetExtnTexmapLoadFunc (".vtx", dpl_vtxRead);
// dpl_SetExtnTexmapLoadFunc (".tga", dpl_tgaRead);
// dpl_SetExtnTexmapLoadFunc (".int", dpl_sgiRead);
// dpl_SetExtnTexmapLoadFunc (".inta", dpl_sgiRead);
// dpl_SetExtnTexmapLoadFunc (".rgb", dpl_sgiRead);
// dpl_SetExtnTexmapLoadFunc (".rgba", dpl_sgiRead);
//
// Setup the dpl callback routines for handling specials, object creation and
// material name munging.
//
// dpl_SetSpecialCallback(TestSpecialCallBack);
// dpl_SetCreateNodeCallback(TestCreateCallBack);
// dpl_SetMaterialNameCallback(TestMaterialCallBack);
//
// Create the one zone everything will live in !!!! more zones later for smart culling
//
// dplMainZone = dpl_NewZone();
Check_Pointer(dplMainZone);
// dplDeathZone = dpl_NewZone();
Check_Pointer(dplDeathZone);
//
// Create the view we will use for our eyepoint
//
// dplMainView = dpl_NewView();
Check_Pointer(dplMainView);
//
// This creates a DCS and links it to the view, I probably should just let the
// eye renderable do this but it's convenient since it can be used as the
// eye point for testing.
//
// dplTestEyeDCS = dpl_NewDCS();
Check_Pointer ( dplTestEyeDCS);
// dpl_RotateDCS ( dplTestEyeDCS, eye_z_rot, dpl_Z );
// dpl_RotateDCS ( dplTestEyeDCS, eye_x_rot, dpl_X );
// dpl_RotateDCS ( dplTestEyeDCS, eye_y_rot, dpl_Y );
// dpl_TranslateDCS ( dplTestEyeDCS, eye_x, eye_y, eye_z);
// dpl_SetDCSZone ( dplTestEyeDCS, dplMainZone );
// dpl_SetViewDCS ( dplMainView, dplTestEyeDCS);
//
// Do some setup work on the zone
//
// dpl_SetZoneAllViewsOn ( dplMainZone );
// dpl_SetZoneAllViewsOn ( dplDeathZone );
//
// Setup some defaults so we can safely render a blank screen now
//
//
// dpl_SetViewClipPlanes ( dplMainView, 1.0f, 2.0f );
// dpl_SetViewBackGround ( dplMainView, 0.0f, 0.0f, 0.0f);
// dpl_SetPipeWindow (0, 0, 0, x_size, y_size);
// dpl_SetViewProjection ( dplMainView, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f/(tan( 0.5235987666667f)));
// dpl_SetViewPipe ( dplMainView, 0);
// dpl_AddViewToScene ( dplMainView );
// dpl_SetViewFog (dplMainView, dpl_fog_type_pixel_lin, 0.0, 0.0, 0.0, 0.01, 0.05 );
//
// DPLReadEnvironment();
//
// dpl_FlushDCS ( dplTestEyeDCS);
// dpl_FlushView ( dplMainView);
// dpl_FlushZone ( dplMainZone);
// dpl_FlushZone ( dplDeathZone);
//
// Call DrawScene to force the system do draw a blank screen
//
// dpl_DrawScene();
//
// Start a clock used to keep track of the frame rate
//
StartSample = Now();
FrameCount = 0;
ResetStatistics();
statistics_started = False;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
dpl_ZONE*
DPLRenderer::MakeNewZone()
{
//STUBBED: DPL RB 1/14/07
dpl_ZONE *temp_zone;
////
//// Make a new zone for use by someone constructing an object, switch it on
//// and std::flush it out to the card.
////
//temp_zone = dpl_NewZone();
//Check_Pointer(temp_zone);
//dpl_SetZoneAllViewsOn (temp_zone);
//dpl_FlushZone (temp_zone);
////
//// HACK !!! at this point we should put the zone into a chain so we can
//// find it to switch it on and off later.
////
return(temp_zone);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// AddDynamicRenderable puts a renderable into this renderer's dynamic execution
// socket so it will be run every frame.
//
void DPLRenderer::AddDynamicRenderable(Component *my_renderable)
{
Check(my_renderable);
Check(&dplRenderableSocket);
dplRenderableSocket.Add(my_renderable);
}
void DPLRenderer::AddToPassList(d3d_OBJECT *object, int pass)
{
if (pass >= PASS_TOTAL_COUNT)
return;
for (d3d_OBJECT *iter = mRenderLists[pass]; iter; iter = iter->GetNext(pass))
if ((void*)iter == (void*)object)
return;
object->SetPrevious(NULL, pass);
object->SetNext(mRenderLists[pass], pass);
if (mRenderLists[pass] != NULL)
mRenderLists[pass]->SetPrevious(object, pass);
mRenderLists[pass] = object;
}
hyper DPLRenderer::HashAdd(hyper input, char data)
{
const hyper multiplier = 37;
return (input * multiplier) + data;
}
hyper DPLRenderer::HashDrawOp(L4DRAWOP *op)
{
char diffR = (char)(op->material.Diffuse.r * 255);
char diffG = (char)(op->material.Diffuse.g * 255);
char diffB = (char)(op->material.Diffuse.b * 255);
char diffA = (char)(op->material.Diffuse.a * 255);
char ambA = (char)(op->material.Ambient.a * 255);
char ambR = (char)(op->material.Ambient.r * 255);
char ambG = (char)(op->material.Ambient.g * 255);
char ambB = (char)(op->material.Ambient.b * 255);
char spcA = (char)(op->material.Specular.a * 255);
char spcR = (char)(op->material.Specular.r * 255);
char spcG = (char)(op->material.Specular.g * 255);
char spcB = (char)(op->material.Specular.b * 255);
char spcP = (char)(op->material.Power * 255);
char emiA = (char)(op->material.Emissive.a * 255);
char emiR = (char)(op->material.Emissive.r * 255);
char emiG = (char)(op->material.Emissive.g * 255);
char emiB = (char)(op->material.Emissive.b * 255);
const hyper startValue = 37;
hyper hash = startValue;
hash = HashAdd(hash, diffA);
hash = HashAdd(hash, diffR);
hash = HashAdd(hash, diffG);
hash = HashAdd(hash, diffB);
hash = HashAdd(hash, ambA);
hash = HashAdd(hash, ambR);
hash = HashAdd(hash, ambG);
hash = HashAdd(hash, ambB);
hash = HashAdd(hash, spcA);
hash = HashAdd(hash, spcR);
hash = HashAdd(hash, spcG);
hash = HashAdd(hash, spcB);
hash = HashAdd(hash, spcP);
hash = HashAdd(hash, emiA);
hash = HashAdd(hash, emiR);
hash = HashAdd(hash, emiG);
hash = HashAdd(hash, emiB);
hash = HashAdd(hash, (char)op->drawAsDecal);
hash = HashAdd(hash, (char)op->alphaTest);
hash = HashAdd(hash, (char)op->drawAsSky);
char *pointerPointer = (char*)(&(op->texture.texture));
for (int i = 0; i < 4; i++)
{
hash = HashAdd(hash, pointerPointer[i]);
}
return hash;
}
void DPLRenderer::AddStaticObject(d3d_OBJECT *object)
{
object->SetPrevious(NULL, -1);
object->SetNext(mStaticObjectsHead, -1);
if (mStaticObjectsHead != NULL)
mStaticObjectsHead->SetPrevious(object, -1);
mStaticObjectsHead = object;
mStaticObjectsCount++;
}
void DPLRenderer::RecurseStaticObject(HierarchicalDrawComponent *obj)
{
if (obj->IsStatic())
{
if (obj->GetDrawObj() != NULL && obj->GetDrawObj()->GetMesh() != NULL)
{
// ADDITIVE_LODS objects (decoded IG-board semantics, see bgfload.cpp
// TAG_OBJECT) carry per-op distance bands [0..OutDist) that DrawMesh
// gates each frame -- merging them into a consolidated static would
// draw every LOD of the composite simultaneously forever. Leave any
// object with a restricted band OUT of consolidation; its component
// keeps drawing it individually with the per-op band test.
bool banded = false;
d3d_OBJECT *dobj = obj->GetDrawObj();
for (int opn = 0; opn < dobj->GetDrawOpCount() && !banded; opn++)
{
const L4DRAWOP *op = dobj->GetDrawOp(opn);
if (op->lodFar > 0.0f && op->lodFar < 1.0e8f)
banded = true;
}
// baked ground-shadow models draw via the mIsShadow blend path
// (translucent + depth bias); merging them would draw them opaque.
if (dobj->GetIsShadow())
banded = true;
if (!banded)
{
//Only load it for a static object if it has a valid mesh-
//we'll handle valid sphere lists later
this->AddStaticObject(obj->GetDrawObj());
obj->ResetDrawObj();
}
}
std::vector<HierarchicalDrawComponent *>::const_iterator child_it = obj->Enumerate();
while (child_it != obj->End())
{
RecurseStaticObject(*child_it);
++child_it;
}
}
}
d3d_OBJECT * DPLRenderer::ConsolidateSingleObject(LPD3DXMESH *meshes, D3DXMATRIX *transforms, UINT startingMesh, UINT meshCount, hash_map<DWORD, hyper> subsetHash, hash_map<hyper, DWORD> hashToOp, vector<L4DRAWOP*> finalOps)
{
HRESULT hr;
LPD3DXMESH outMesh = NULL;
// BT bring-up: the pod content ships .bgf, loaded by d3d_OBJECT::LoadObjectBGF
// with D3DXMESH_32BIT (32-bit index buffer). D3DXConcatenateMeshes was called
// with only D3DXMESH_MANAGED (16-bit output) -> concatenating 32-bit-index
// source meshes into a 16-bit output fails, leaving outMesh NULL -> the
// GetNumFaces() below dereferenced NULL and crashed (RP never hit this: its
// world meshes load from .x as 16-bit). Match the source meshes' index width.
V( D3DXConcatenateMeshes(meshes + startingMesh, meshCount, D3DXMESH_MANAGED | D3DXMESH_32BIT, transforms + startingMesh, NULL, NULL, mDevice, &outMesh) );
if (outMesh == NULL)
{
DEBUG_STREAM << "ConsolidateSingleObject: D3DXConcatenateMeshes failed (hr=0x"
<< std::hex << (unsigned)hr << std::dec << "), skipping " << meshCount
<< " static meshes\n" << std::flush;
return NULL;
}
DWORD *attributes;
int numFaces = outMesh->GetNumFaces();
V( outMesh->LockAttributeBuffer(0, &attributes) );
for (int i = 0; i < numFaces; i++)
{
stdext::hash_map<DWORD, hyper>::const_iterator face_it = subsetHash.find(attributes[i]);
if (face_it == subsetHash.end())
{
//Freak out
}
stdext::hash_map<hyper, DWORD>::const_iterator subset_it = hashToOp.find((*face_it).second);
if (subset_it == hashToOp.end())
{
//Freak out
}
attributes[i] = (*subset_it).second;
}
//
// PORT (draw-cost fix): sort the faces by draw-op OURSELVES and record each
// op's contiguous index range for the direct-draw path. The old path relied
// on GenerateAdjacency + OptimizeInplace(ATTRSORT) to build D3DX's attribute
// table -- but the concatenated source meshes are double-sided BGF geometry,
// whose degenerate adjacency makes the optimize FAIL silently. DrawSubset then
// SCANS the whole attribute buffer of this huge merged mesh per call (~350us
// x ~1300 ops when a merged map chunk is in view = the ~500ms hitch frames).
//
const int numOps = (int)finalOps.size();
std::vector<int> opStart(numOps, 0), opCount(numOps, 0);
{
DWORD *ib = NULL;
V( outMesh->LockIndexBuffer(0, (void **)&ib) ); // 32-bit (created 32BIT above)
if (ib != NULL)
{
int badAttr = 0; // remap failures (see audit below)
for (int i = 0; i < numFaces; i++)
{
DWORD op = attributes[i];
if ((int)op >= numOps) { op = 0; ++badAttr; } // SAME clamp as the write pass
++opCount[op];
}
for (int o = 1; o < numOps; ++o)
opStart[o] = opStart[o - 1] + opCount[o - 1];
std::vector<DWORD> sortedIB((size_t)numFaces * 3);
std::vector<DWORD> sortedAttr((size_t)numFaces);
std::vector<int> cursor(opStart.begin(), opStart.end());
for (int i = 0; i < numFaces; i++)
{
DWORD op = attributes[i];
if ((int)op >= numOps) op = 0;
const int dst = cursor[op]++;
sortedIB[(size_t)dst * 3 + 0] = ib[(size_t)i * 3 + 0];
sortedIB[(size_t)dst * 3 + 1] = ib[(size_t)i * 3 + 1];
sortedIB[(size_t)dst * 3 + 2] = ib[(size_t)i * 3 + 2];
sortedAttr[dst] = op;
}
memcpy(ib, sortedIB.data(), sortedIB.size() * sizeof(DWORD));
memcpy(attributes, sortedAttr.data(), sortedAttr.size() * sizeof(DWORD));
V( outMesh->UnlockIndexBuffer() );
// AUDIT (turret-panels hunt): faces whose remapped attribute is out of
// range mean the subsetHash/hashToOp lookup FAILED for their source op
// ("Freak out" above is a no-op) -- those faces draw with op 0's material
// or, before this counting fix, corrupted neighbouring ranges.
DEBUG_STREAM << "[consol] group: srcMeshes=" << meshCount
<< " faces=" << numFaces << " ops=" << numOps
<< " badAttr=" << badAttr << "\n" << std::flush;
}
}
V( outMesh->UnlockAttributeBuffer() );
// explicit attribute table over the now-sorted faces (keeps DrawSubset and any
// D3DX consumer valid; the direct-draw ranges below are the primary path)
{
std::vector<D3DXATTRIBUTERANGE> atable((size_t)numOps);
for (int o = 0; o < numOps; ++o)
{
atable[o].AttribId = (DWORD)o;
atable[o].FaceStart = (DWORD)opStart[o];
atable[o].FaceCount = (DWORD)opCount[o];
atable[o].VertexStart = 0;
atable[o].VertexCount = outMesh->GetNumVertices();
}
V( outMesh->SetAttributeTable(atable.data(), (DWORD)numOps) );
}
d3d_OBJECT *consolObj = new d3d_OBJECT(mDevice, outMesh, NULL, finalOps.size());
// direct-draw ranges + cached buffers (same fast path as LoadObjectBGF objects)
outMesh->GetVertexBuffer(&consolObj->mBgfVB);
outMesh->GetIndexBuffer(&consolObj->mBgfIB);
consolObj->mBgfStride = outMesh->GetNumBytesPerVertex();
consolObj->mBgfNumVerts = outMesh->GetNumVertices();
for (int o = 0; o < numOps; ++o)
{
consolObj->GetDrawOp(o)->bgfStartIndex = opStart[o] * 3;
consolObj->GetDrawOp(o)->bgfPrimCount = opCount[o];
}
for (int drawOpInd = 0; drawOpInd < consolObj->GetDrawOpCount(); drawOpInd++)
{
L4DRAWOP *op = consolObj->GetDrawOp(drawOpInd);
L4DRAWOP *source = finalOps[drawOpInd];
op->material = source->material;
op->texture = source->texture;
op->drawAsDecal = source->drawAsDecal;
op->alphaTest = source->alphaTest;
op->drawAsSky = source->drawAsSky;
// CONSOLIDATED-WORLD DEPTH RECESSION (coplanar cross-object resolution):
// entity props lay flat polys EXACTLY in the floor plane (MECHMOVR's
// dead-mech ground plates: 71 verts at y=0.000 vs afloor's y=0 top --
// the "flickering floor tile under the wreckage"). The board's global
// submission-order rule drew scene traversal LAST-over-FIRST on exact
// plane ties; in D3D terms, recess the merged static world by 3 depth-
// buffer steps so anything drawn individually (entity props, banded
// structures, the mech) deterministically wins floor-plane ties.
// 7.5e-7 NDC ~ 3 LSB of D24: invisible as parallax, decisive vs
// interpolation rounding.
op->lodDepthBias = 7.5e-7f;
if (op->texture.texture != NULL)
{
op->texture.texture->AddRef();
}
}
return consolObj;
}
void DPLRenderer::ConsolidateStaticObjects()
{
HRESULT hr;
// Consolidation runs by DEFAULT (the shipping-engine configuration). It is
// skipped when (a) BT_CONSOL=0 (diagnostic kill-switch), or (b) the
// EXPERIMENTAL runtime-LOD selection is on (BT_LODSEL=1): merged ops combine
// many instances + LOD bands of one material, so per-op band selection cannot
// survive the merge (a consolidated run draws every LOD simultaneously).
{
const char *cv = getenv("BT_CONSOL");
const char *lv = getenv("BT_LODSEL");
const bool lodSel = (lv != 0 && *lv == '1');
if ((cv != 0 && *cv == '0') || lodSel)
{
DEBUG_STREAM << "[consol] OFF (" << (lodSel ? "BT_LODSEL experimental" : "BT_CONSOL=0")
<< ") -- statics render individually\n" << std::flush;
return;
}
}
HierarchicalDrawComponent *drawComp;
SChainIteratorOf<HierarchicalDrawComponent*> iterator(&mRenderables);
while ((drawComp = iterator.ReadAndNext()) != NULL)
{
if (drawComp->IsStatic())
{
drawComp->Execute();
this->RecurseStaticObject(drawComp);
}
}
LPD3DXMESH *meshes = new LPD3DXMESH[mStaticObjectsCount];
D3DXMATRIX *transforms = new D3DXMATRIX[mStaticObjectsCount];
int i = 0;
int opCount = 0;
std::vector<L4DRAWOP*> finalOps;
stdext::hash_map<hyper, DWORD> hashToOp;
stdext::hash_map<DWORD, hyper> subsetHash;
int vertCount = 0;
int startMesh = 0;
int meshCount = 0;
for (d3d_OBJECT *obj = mStaticObjectsHead; obj; obj = obj->GetNext(-1), i++)
{
if (vertCount + obj->GetMesh()->GetNumVertices() > 65535)
{
d3d_OBJECT *consol = this->ConsolidateSingleObject(meshes, transforms, startMesh, meshCount, subsetHash, hashToOp, finalOps);
if (consol != NULL)
this->mConsolidatedStaticObjects.push_back(consol);
vertCount = 0;
startMesh = meshCount;
meshCount = 0;
opCount = 0;
//Clear the draw ops lists
finalOps.clear();
hashToOp.clear();
subsetHash.clear();
}
meshes[i] = obj->GetMesh();
transforms[i] = obj->GetLocalToWorld();
vertCount += meshes[i]->GetNumVertices();
meshCount++;
for (int opNum = 0; opNum < obj->GetDrawOpCount(); opNum++)
{
hyper hash = this->HashDrawOp(obj->GetDrawOp(opNum));
stdext::hash_map<hyper, DWORD>::const_iterator hash_it = hashToOp.find(hash);
if (hash_it == hashToOp.end())
{
finalOps.insert(finalOps.end(), obj->GetDrawOp(opNum));
hashToOp.insert(std::pair<hyper, DWORD>(hash, (DWORD)(finalOps.size() - 1)));
hash_it = hashToOp.find(hash);
}
subsetHash.insert(std::pair<DWORD, hyper>((DWORD)opCount, hash));
opCount++;
}
}
if (meshCount > 0)
{
d3d_OBJECT *consol = this->ConsolidateSingleObject(meshes, transforms, startMesh, meshCount, subsetHash, hashToOp, finalOps);
if (consol != NULL)
this->mConsolidatedStaticObjects.push_back(consol);
}
d3d_OBJECT *obj = mStaticObjectsHead;
while (obj != NULL)
{
d3d_OBJECT *next = obj->GetNext(-1);
delete obj;
obj = next;
}
mStaticObjectsHead = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// RemoveDynamicRenderable removes a renderable from the dynamic execution
// socket.
//
void
DPLRenderer::RemoveDynamicRenderable(Component *my_renderable)
{
Check(my_renderable);
Check(&dplRenderableSocket);
PlugIterator remover(my_renderable);
remover.RemoveSocket(&dplRenderableSocket);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
DPLRenderer::SetFogStyle(FogStyle my_fog)
{
//STUBBED: DPL RB 1/14/07
switch(my_fog)
{
case updateFogSetting:
fogUpdating = True;
break;
case noUpdateFogSetting:
fogUpdating = False;
break;
case searchLightOnFogStyle:
fogRed = searchLightFogRed;
fogGreen = searchLightFogGreen;
fogBlue = searchLightFogBlue;
fogNear = searchLightFogNear;
fogFar = searchLightFogFar;
if(fogUpdating)
{
mDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen), (int)(255 * fogBlue)));
// dpl_SetViewFog(
// dplMainView,
// dpl_fog_type_pixel_lin,
// fogRed,
// fogGreen,
// fogBlue,
// fogNear,
// fogFar );
// dpl_FlushView(dplMainView);
}
break;
case searchLightOffFogStyle:
fogRed = noSearchLightFogRed;
fogGreen = noSearchLightFogGreen;
fogBlue = noSearchLightFogBlue;
fogNear = noSearchLightFogNear;
fogFar = noSearchLightFogFar;
if(fogUpdating)
{
mDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen), (int)(255 * fogBlue)));
// dpl_SetViewFog(
// dplMainView,
// dpl_fog_type_pixel_lin,
// fogRed,
// fogGreen,
// fogBlue,
// fogNear,
// fogFar );
// dpl_FlushView(dplMainView);
}
break;
case winnersCircleFogStyle:
//
// HACK!! This really shouldn't reset the clip planes, but since
// it only happens at the end of the review, it should be safe for now.
//
// dpl_SetViewClipPlanes ( dplMainView, 0.25f, 1100.0f );
// dpl_SetViewFog(
// dplMainView,
// dpl_fog_type_pixel_lin,
// 0.32,
// 0.3,
// 0.65,
// 100.0f,
// 1050.0f );
// dpl_FlushView(dplMainView);
break;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
DPLRenderer::GetCurrentFogSettings(
float *fog_Red,
float *fog_Green,
float *fog_Blue,
float *fog_Near,
float *fog_Far)
{
*fog_Red = fogRed;
*fog_Green = fogGreen;
*fog_Blue = fogBlue;
*fog_Near = fogNear;
*fog_Far = fogFar;
}
void DPLRenderer::SetCurrentFogLimits(
float fog_Near,
float fog_Far)
{
currentFogNear = fog_Near;
currentFogFar = fog_Far;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// MarkDCSHiearchy This will std::decend a DCS tree and set the appSpecific hook
// in every DCS equal to the entity pointer "entity", it calls itself recursively
// to do this.
//
void
DPLRenderer::MarkDCSHiearchy(
dpl_DCS *root_DCS, // Root of the hiearchy to mark
Entity *entity) // Entity pointer to mark it with
{
//STUBBED: DPL RB 1/14/07
//int
// dcs_counter;
//dpl_DCS
// *child_DCS;
////
//// First, mark this DCS
////
//if(dpl_GetAppSpecific(root_DCS))
// Fail("DPLRenderer::MarkDCSHiearchy tried to mark a DCS that was already marked!\n");
//dpl_PutAppSpecific(root_DCS,entity);
////
//// Now call this routine on all this dcs's children
////
//dcs_counter = 0;
//while((child_DCS=dpl_GetDCSChildDCS(root_DCS,dcs_counter)) != NULL)
//{
// MarkDCSHiearchy(child_DCS, entity);
// dcs_counter++;
//}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ReadPSFX
// reads a pfx file into a supplied array
// Most of this routine was a direct copy of phil's code and as such is a bit
// on the messy side.
//
dpl_PARTICLESTART_EFFECT_INFO*
DPLRenderer::ReadPSFX(
const char *file_name) // Name of the file containing the PSFX description
{
//STUBBED: DPL RB 1/14/07
// FILE
// *fp;
// int
// i,
// status;
// char
// line[256],
// *cp;
// //
// // Open the file containing the psfx, fail if it doesn't exist
// //
// strcpy(line,"video\\");
// strcat(line,file_name);
// fp = fopen ( line, "rt" );
// if(!fp)
// {
// DEBUG_STREAM<<"Could not open pfx file "<<line<<" effects using it will fail\n" << std::flush;
// return(NULL);
//// Fail("Required PFX file not found\n");
// }
// //
// // Allocate the memory for the pfx to be stored in.
// //
dpl_PARTICLESTART_EFFECT_INFO *psfx_info = new dpl_PARTICLESTART_EFFECT_INFO;
// if(!psfx_info)
// {
// Fail("ran out of RAM trying to read a pfx file\n");
// }
// //
// // This is the format of the psfx file we are going to read
// //
// #if 0
// format of psfx file is (NO BLANK LINES UNTIL END!)
// %s texture
// %d identifier %d maximum_issue %f release_period %f rate
// %f px %f py %f pz %f pv
// %f velx %f vely %f velz %f velxv %f velyv %f velzv
// %f rad %f radv %f exp %f expv %f dexp %f dexpv
// %f accelx %f accely %f accelz %f accelxv %f accelyv %f accelzv
// %f atten %f attenv
// %f sRi %f sGi %f sBi %f sAi %f sRiv %f sGiv %f sBiv %f sAiv
// %f sRo %f sGo %f sBo %f sAo %f sRov %f sGov %f sBov %f sAov
// %f eRi %f eGi %f eBi %f eAi %f eRiv %f eGiv %f eBiv %f eAiv
// %f eRo %f eGo %f eBo %f eAo %f eRov %f eGov %f eBov %f eAov
// %f color_warp %f alpha_warp
// %f duration %f durationv
// #endif
// //
// // Read in the texture name, null terminate it and look it up,
// // we don't complain if it fails since it is possible to do one of these
// // effects with no texture on it.
// //
// cp = fgets ( line, 255, fp );
// for (i=0; i<255; i++ )
// {
// if (cp[i] == '\n')
// cp[i]=0x0;
// }
// psfx_info->tex = dpl_LookupTexture ( cp, dpl_lookup_normal, &status );
// #if PRINT_THE_PFX
// printf ( "texture => %s\n", cp );
// #endif
// //
// // The remander of these statements get the rest of the PFX data
// //
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp,
// "%x %d %f %f\n",
// &psfx_info->identifier, &psfx_info->maximum_issue, &psfx_info->release_period, &psfx_info->rate );
// if(status < 4)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f\n", &psfx_info->px, &psfx_info->py, &psfx_info->pz, &psfx_info->pv );
// if(status < 4)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f\n",
// &psfx_info->velx, &psfx_info->vely, &psfx_info->velz,
// &psfx_info->velxv, &psfx_info->velyv, &psfx_info->velzv );
// if(status < 6)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f\n",
// &psfx_info->rad, &psfx_info->radv, &psfx_info->exp, &psfx_info->expv, &psfx_info->dexp, &psfx_info->dexpv );
// if(status < 6)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f\n",
// &psfx_info->accelx, &psfx_info->accely, &psfx_info->accelz,
// &psfx_info->accelxv, &psfx_info->accelyv, &psfx_info->accelzv );
// if(status < 6)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f\n", &psfx_info->atten, &psfx_info->attenv );
// if(status < 2)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f %f %f\n",
// &psfx_info->sRi,&psfx_info->sGi,&psfx_info->sBi,&psfx_info->sAi,&psfx_info->sRiv,&psfx_info->sGiv,&psfx_info->sBiv,&psfx_info->sAiv );
// if(status < 8)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f %f %f\n",
// &psfx_info->sRo,&psfx_info->sGo,&psfx_info->sBo,&psfx_info->sAo,&psfx_info->sRov,&psfx_info->sGov,&psfx_info->sBov,&psfx_info->sAov );
// if(status < 8)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f %f %f\n",
// &psfx_info->eRi,&psfx_info->eGi,&psfx_info->eBi,&psfx_info->eAi,&psfx_info->eRiv,&psfx_info->eGiv,&psfx_info->eBiv,&psfx_info->eAiv );
// if(status < 8)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f %f %f %f %f %f %f\n",
// &psfx_info->eRo,&psfx_info->eGo,&psfx_info->eBo,&psfx_info->eAo,&psfx_info->eRov,&psfx_info->eGov,&psfx_info->eBov,&psfx_info->eAov );
// if(status < 8)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f\n", &psfx_info->colour_warp, &psfx_info->alpha_warp );
// if(status < 2)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// cp = fgets ( line, 255, fp );
// status = sscanf ( cp, "%f %f\n", &psfx_info->dur, &psfx_info->durv );
// if(status < 2)
// {
// std::cout<<"pfx file "<<file_name<<" did not read correctly\n";
// return(NULL);
// }
//
// fclose (fp);
// #if PRINT_THE_PFX
// printf ( "Read psfx ->\n" );
// /*{{{ trace the psfx*/
// printf ( "psfx_info->tex = 0x%x\n",
// psfx_info->tex );
// printf ( "identifier = 0x%x ",
// psfx_info->identifier );
// printf ( "maximum_issue = %d ",
// psfx_info->maximum_issue );
// printf ( "release_period = %f\n",
// psfx_info->release_period );
// printf ( "rate = %f ",
// psfx_info->rate );
// printf ( "px = %f ",
// psfx_info->px );
// printf ( "py = %f ",
// psfx_info->py );
// printf ( "pz = %f ",
// psfx_info->pz );
// printf ( "pv = %f\n",
// psfx_info->pv );
// printf ( "velx = %f ",
// psfx_info->velx );
// printf ( "vely = %f ",
// psfx_info->vely );
// printf ( "velz = %f\n",
// psfx_info->velz );
// printf ( "velxv = %f ",
// psfx_info->velxv );
// printf ( "velyv = %f ",
// psfx_info->velyv );
// printf ( "velzv = %f\n",
// psfx_info->velzv );
// printf ( "rad = %f ",
// psfx_info->rad );
// printf ( "radv = %f\n",
// psfx_info->radv );
// printf ( "exp = %f ",
// psfx_info->exp );
// printf ( "expv = %f ",
// psfx_info->expv );
// printf ( "dexp = %f ",
// psfx_info->dexp );
// printf ( "dexpv = %f\n",
// psfx_info->dexpv );
// printf ( "accelx = %f ",
// psfx_info->accelx );
// printf ( "accely = %f ",
// psfx_info->accely );
// printf ( "accelz = %f ",
// psfx_info->accelz );
// printf ( "accelxv = %f ",
// psfx_info->accelxv );
// printf ( "accelyv = %f ",
// psfx_info->accelyv );
// printf ( "accelzv = %f\n",
// psfx_info->accelzv );
// printf ( "atten = %f ",
// psfx_info->atten );
// printf ( "attenv = %f\n",
// psfx_info->attenv );
// printf ( "sRi = %f ",
// psfx_info->sRi );
// printf ( "sGi = %f ",
// psfx_info->sGi );
// printf ( "sBi = %f ",
// psfx_info->sBi );
// printf ( "sAi = %f\n",
// psfx_info->sAi );
// printf ( "sRiv = %f ",
// psfx_info->sRiv );
// printf ( "sGiv = %f ",
// psfx_info->sGiv );
// printf ( "sBiv = %f ",
// psfx_info->sBiv );
// printf ( "sAiv = %f\n",
// psfx_info->sAiv );
// printf ( "sRo = %f ",
// psfx_info->sRo );
// printf ( "sGo = %f ",
// psfx_info->sGo );
// printf ( "sBo = %f ",
// psfx_info->sBo );
// printf ( "sAo = %f\n",
// psfx_info->sAo );
// printf ( "sRov = %f ",
// psfx_info->sRov );
// printf ( "sGov = %f ",
// psfx_info->sGov );
// printf ( "sBov = %f ",
// psfx_info->sBov );
// printf ( "sAov = %f\n",
// psfx_info->sAov );
// printf ( "eRi = %f ",
// psfx_info->eRi );
// printf ( "eGi = %f ",
// psfx_info->eGi );
// printf ( "eBi = %f ",
// psfx_info->eBi );
// printf ( "eAi = %f\n",
// psfx_info->eAi );
// printf ( "eRiv = %f ",
// psfx_info->eRiv );
// printf ( "eGiv = %f ",
// psfx_info->eGiv );
// printf ( "eBiv = %f ",
// psfx_info->eBiv );
// printf ( "eAiv = %f\n",
// psfx_info->eAiv );
// printf ( "eRo = %f ",
// psfx_info->eRo );
// printf ( "eGo = %f ",
// psfx_info->eGo );
// printf ( "eBo = %f ",
// psfx_info->eBo );
// printf ( "eAo = %f\n",
// psfx_info->eAo );
// printf ( "eRov = %f ",
// psfx_info->eRov );
// printf ( "eGov = %f ",
// psfx_info->eGov );
// printf ( "eBov = %f ",
// psfx_info->eBov );
// printf ( "eAov = %f\n",
// psfx_info->eAov );
// printf ( "colour_warp = %f ",
// psfx_info->colour_warp );
// printf ( "alpha_warp = %f ",
// psfx_info->alpha_warp );
// printf ( "dur = %f ",
// psfx_info->dur );
// printf ( "durv = %f\n",
// psfx_info->durv );
// #endif
return(psfx_info);
}
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// New INI file handler
// routine to read in an environment from a notation file and setup lights,
// spfx and such...
//
void
DPLRenderer::DPLReadINIPage(
NotationFile *master_notation_file,
const char *starting_page_name,
Mission *mission,
Logical debug_printing)
{
//STUBBED: DPL RB 1/14/07
float
red,
green,
blue,
x_rotate,
y_rotate,
z_rotate;
NameList
*cache_namelist,
*light_namelist,
*psfx_namelist,
*specialfx_namelist,
*include_pages,
*path_pages;
NameList::Entry
*entry;
const char
*next_include_page_name,
*TempStringPtr,
*compare_source;
if (debug_printing)
std::cout<<"DPLReadINIPage processing "<<starting_page_name<<"\n";
//
//---------------------------------------------------
// Process all the DPL gunk found on this page first
//---------------------------------------------------
//
// BT (task #20): accumulate the day/night search paths (was DPL-stubbed).
// Each entry is PREPENDED so the last-encountered (more-specific: the
// des_day/arena branch pages are visited after dpl_defaults) ends up FIRST
// = highest priority. Consumed by SetVideoPathPriority in DPLReadEnvironment.
if ((path_pages = master_notation_file->MakeEntryList(starting_page_name, "objectpath")) != NULL)
{
Register_Object(path_pages);
for(entry = path_pages->GetFirstEntry(); entry; entry = entry->GetNextEntry())
{
mObjectPaths.insert(mObjectPaths.begin(), std::string((char *)entry->dataReference));
if (debug_printing)
std::cout << "objectpath '" << (char *)entry->dataReference << "'\n";
}
Unregister_Object(path_pages);
delete path_pages;
}
if ((path_pages = master_notation_file->MakeEntryList(starting_page_name, "texmappath")) != NULL)
{
Register_Object(path_pages);
for(entry = path_pages->GetFirstEntry(); entry; entry = entry->GetNextEntry())
{
mTexmapPaths.insert(mTexmapPaths.begin(), std::string((char *)entry->dataReference));
if (debug_printing)
std::cout << "texmappath '" << (char *)entry->dataReference << "'\n";
}
Unregister_Object(path_pages);
delete path_pages;
}
if ((path_pages = master_notation_file->MakeEntryList(starting_page_name, "materialpath")) != NULL)
{
Register_Object(path_pages);
for(entry = path_pages->GetFirstEntry(); entry; entry = entry->GetNextEntry())
{
mMaterialPaths.insert(mMaterialPaths.begin(), std::string((char *)entry->dataReference));
if (debug_printing)
std::cout << "materialpath '" << (char *)entry->dataReference << "'\n";
}
Unregister_Object(path_pages);
delete path_pages;
}
if (master_notation_file->GetEntry(starting_page_name, "priorityobjectpath", &TempStringPtr))
{
// dpl_AddToObjectFilePath((char *)TempStringPtr, dpl_path_system);
if (debug_printing)
{ DEBUG_STREAM << "priorityobjectpath '" << TempStringPtr << "'" << std::endl << std::flush; }
}
if (master_notation_file->GetEntry(starting_page_name, "prioritytexmappath", &TempStringPtr))
{
// dpl_AddToTexmapFilePath((char *)TempStringPtr, dpl_path_system);
if (debug_printing)
{ DEBUG_STREAM << "prioritytexmappath '" << TempStringPtr << "'" << std::endl << std::flush; }
}
if (master_notation_file->GetEntry(starting_page_name, "prioritymaterialpath", &TempStringPtr))
{
// dpl_AddToMaterialFilePath((char *)TempStringPtr, dpl_path_system);
if (debug_printing)
{ DEBUG_STREAM << "prioritymaterialpath '" << TempStringPtr << "'" << std::endl << std::flush; }
}
//
// Get a the list of dpl objects that should be loaded into cache and load them
//
if ((cache_namelist = master_notation_file->MakeEntryList(starting_page_name, "cache")) != NULL)
{
d3d_OBJECT *d3d_a_object;
Register_Object(cache_namelist);
for(entry = cache_namelist->GetFirstEntry(); entry; entry = entry->GetNextEntry())
{
d3d_a_object = d3d_OBJECT::LoadObject(mDevice, (char *)entry->dataReference);
if(!d3d_a_object)
DEBUG_STREAM<<"Unable to cache "<<(char *)entry->dataReference<<"\n" << std::flush;
else
{
if(debug_printing)
std::cout<<"Caching "<<(char *)entry->dataReference<<"\n";
}
}
Unregister_Object(cache_namelist);
delete cache_namelist;
}
//
// Get the clip range
//
if(master_notation_file->GetEntry(starting_page_name, "clip" ,&TempStringPtr))
{
sscanf(TempStringPtr, "%f %f", &clipNear, &clipFar);
if(debug_printing)
std::cout<<"Clip Range "<<TempStringPtr<<"\n";
}
//
// Background color
//
if(master_notation_file->GetEntry(starting_page_name, "backgnd" ,&TempStringPtr))
{
sscanf(TempStringPtr, "%f %f %f", &backgroundRed, &backgroundGreen, &backgroundBlue);
if(debug_printing)
std::cout<<"Background Color "<<TempStringPtr<<"\n";
}
//
// Get the projection, pipe and other view related junk
//
if(master_notation_file->GetEntry(starting_page_name, "viewangle" ,&TempStringPtr))
{
sscanf(TempStringPtr, "%f", &viewAngle);
if(debug_printing)
std::cout<<"View Angle "<<TempStringPtr<<"\n";
}
//
// now that we have the viewing angle, screen size, and clip ranges, setup the projection matrix
//
D3DXMatrixIdentity(&mProjectionMatrix);
// DEBUG(bring-up): the camera view matrix is built with D3DXMatrixLookAtRH
// (DPLEyeRenderable, L4VIDRND.cpp) -> visible geometry has NEGATIVE view-space
// Z. A LH projection expects +Z and clips everything (w<0) -> black frame.
// Use the matching RH projection so the mech becomes visible.
// BT (task #20): honor the live window aspect if the window has been resized
// (gWindowAspect, top of file; set by L4NotifyWindowResized on WM_SIZE).
D3DXMatrixPerspectiveFovRH(&mProjectionMatrix, viewAngle * (PI/180.0f),
gWindowAspect > 0.0f ? gWindowAspect : (float)x_size / (float)y_size, clipNear, clipFar);
//mProjectionMatrix(0, 0) *= -1;
mDecalEpsilon = 0.0000005f;
mDecalProjectionMatrix = mProjectionMatrix;
mDecalProjectionMatrix._33 -= mDecalEpsilon;
//
// setup the fog
//
if(master_notation_file->GetEntry(starting_page_name, "fog" ,&TempStringPtr))
{
sscanf(TempStringPtr, "%f %f %f %f %f", &fogNear, &fogFar, &fogRed, &fogGreen, &fogBlue);
searchLightFogRed = fogRed;
searchLightFogGreen = fogGreen;
searchLightFogBlue = fogBlue;
searchLightFogNear = fogNear;
searchLightFogFar = fogFar;
noSearchLightFogRed = fogRed;
noSearchLightFogGreen = fogGreen;
noSearchLightFogBlue = fogBlue;
noSearchLightFogNear = fogNear;
noSearchLightFogFar = fogFar;
currentFogNear = fogNear;
currentFogFar = fogFar;
// Force a 0-0 black fog on startup
// dpl_SetViewFog(dplMainView, dpl_fog_type_pixel_lin, 0.0, 0.0, 0.0, 0.01, 0.05);
//TODO: for fog testing, just set the values here
mDevice->SetRenderState(D3DRS_FOGENABLE, TRUE);
mDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen), (int)(255 * fogBlue)));
mDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
if(debug_printing)
std::cout<<"Fog "<<TempStringPtr<<"\n";
}
else
{
//
// BT port (task #20): the SHIPPED maps define no fog entry at all (verified:
// no 'fog' key in any .MAP source nor in BTL4.RES strings) -- so the world
// edge and the void beyond are fully visible, which no pod player ever saw
// (cockpit FOV + mission design kept views inward). Provide a period-
// plausible default curtain: color matched to the horizon so geometry fades
// into the void seamlessly. env BT_FOG="near far r g b" overrides;
// BT_FOG=0 disables.
//
float fN = 150.0f, fF = 520.0f, fR = 0.44f, fG = 0.44f, fB = 0.62f;
int fogOn = 1;
if (const char *bf = getenv("BT_FOG"))
{
if (bf[0] == '0' && bf[1] == 0)
fogOn = 0;
else
sscanf(bf, "%f %f %f %f %f", &fN, &fF, &fR, &fG, &fB);
}
if (fogOn)
{
fogNear = fN; fogFar = fF; fogRed = fR; fogGreen = fG; fogBlue = fB;
searchLightFogRed = noSearchLightFogRed = fogRed;
searchLightFogGreen = noSearchLightFogGreen = fogGreen;
searchLightFogBlue = noSearchLightFogBlue = fogBlue;
searchLightFogNear = noSearchLightFogNear = fogNear;
searchLightFogFar = noSearchLightFogFar = fogFar;
currentFogNear = fogNear;
currentFogFar = fogFar;
mDevice->SetRenderState(D3DRS_FOGENABLE, TRUE);
mDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen), (int)(255 * fogBlue)));
mDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
}
}
//
// setup the no searchlight fog if any
//
if(master_notation_file->GetEntry(starting_page_name, "nosearchlightfog" ,&TempStringPtr))
{
sscanf(TempStringPtr, "%f %f %f %f %f", &noSearchLightFogNear, &noSearchLightFogFar, &noSearchLightFogRed, &noSearchLightFogGreen, &noSearchLightFogBlue);
if(debug_printing)
std::cout<<"nosearchlightfog "<<TempStringPtr<<"\n";
}
//
// setup the ambient light
//
if(master_notation_file->GetEntry(starting_page_name, "ambient" ,&TempStringPtr))
{
sscanf(TempStringPtr, "%f %f %f ", &red, &green, &blue);
mEnvAmbient = D3DCOLOR_XRGB((int)(255 * red), (int)(255 * green), (int)(255 * blue));
mDevice->SetRenderState(D3DRS_AMBIENT, mEnvAmbient); // BT: capture for the per-frame re-assert
if(debug_printing)
std::cout<<"Ambient Light "<<TempStringPtr<<"\n";
}
//
// Set up the day/night cloud color
//
if (master_notation_file->GetEntry(starting_page_name, "clouds", &TempStringPtr))
{
sscanf(TempStringPtr, "%f %f %f ", &this->mCloudRed, &this->mCloudGreen, &this->mCloudBlue);
}
if (master_notation_file->GetEntry(starting_page_name, "cloudemit", &TempStringPtr))
{
sscanf(TempStringPtr, "%f %f %f ", &this->mCloudEmitRed, &this->mCloudEmitGreen, &this->mCloudEmitBlue);
}
//
// Get a the list of lights from this page
//
if ((light_namelist = master_notation_file->MakeEntryList(starting_page_name, "light")) != NULL)
{
Register_Object(light_namelist);
//
// HACK !!! All the lights must (temporarily) be defined on a single page.
// The lights and their DCS's should really be stored in a light object on
// a chain, or as an actual entity in the simulation. This line will throw
// an exception if this rule is violated
//
if(light_namelist->EntryCount() != 0)
{
if(sceneLightCount != 0)
{
Fail("All lights must be defined on a single INI file page!\n");
}
//
// Create storage space for the dpl_LIGHT and dpl_DCS structures
//
sceneLightCount = light_namelist->EntryCount();
if (sceneLightCount)
{
sceneLight = new D3DLIGHT9[sceneLightCount];
memset(sceneLight, 0, sizeof(D3DLIGHT9) * sceneLightCount);
}
int current_entry = 0;
for(entry = light_namelist->GetFirstEntry(); entry; entry = entry->GetNextEntry(), ++current_entry)
{
//
// Read the parameters for the light
//
sscanf(
(char *)entry->dataReference,
"%f %f %f %f %f %f",
&red,
&green,
&blue,
&x_rotate,
&y_rotate,
&z_rotate);
if(debug_printing)
std::cout<<"Light "<<(char *)entry->dataReference<<"\n";
//
// Create and rotate a dcs to hold the light, and the light itself
//
sceneLight[current_entry].Type = D3DLIGHT_DIRECTIONAL;
sceneLight[current_entry].Diffuse.r = red;
sceneLight[current_entry].Diffuse.g = green;
sceneLight[current_entry].Diffuse.b = blue;
sceneLight[current_entry].Diffuse.a = 1.0f;
D3DXMATRIX rot, rotX, rotY, rotZ;
D3DXMatrixRotationX(&rotX, x_rotate * (PI/180.0f));
D3DXMatrixRotationY(&rotY, y_rotate * (PI/180.0f));
D3DXMatrixRotationZ(&rotZ, z_rotate * (PI/180.0f));
rot = rotZ * rotX * rotY;
D3DXVECTOR3 dir(0, 0, -1);
D3DXVECTOR4 vec;
D3DXVec3Transform(&vec, &dir, &rot);
dir = D3DXVECTOR3(vec.x, vec.y, vec.z);
D3DXVec3Normalize(&dir, &dir);
sceneLight[current_entry].Direction.x = dir.x;
sceneLight[current_entry].Direction.y = dir.y;
sceneLight[current_entry].Direction.z = dir.z;
mDevice->SetLight(current_entry, &sceneLight[current_entry]);
mDevice->LightEnable(current_entry, TRUE);
// sceneLight[current_entry] = dpl_NewLight();
// sceneLightDCS[current_entry] = dpl_NewDCS();
// dpl_AddDCSToScene ( sceneLightDCS[current_entry] );
// dpl_SetLightType ( sceneLight[current_entry], dpl_light_type_directional );
// dpl_SetLightColor ( sceneLight[current_entry], red, green, blue);
// dpl_SetLightDCS ( sceneLight[current_entry], sceneLightDCS[current_entry] );
// dpl_RotateDCS ( sceneLightDCS[current_entry], z_rotate, dpl_Z );
// dpl_RotateDCS ( sceneLightDCS[current_entry], x_rotate, dpl_X );
// dpl_RotateDCS ( sceneLightDCS[current_entry], y_rotate, dpl_Y );
// dpl_FlushLight ( sceneLight[current_entry] );
// dpl_FlushDCS ( sceneLightDCS[current_entry] );
}
}
//
// Get rid of the light entry list
//
Unregister_Object(light_namelist);
delete light_namelist;
}
//
// Get the list of PSFX effects we should load into RAM. RECONSTRUCTED
// (was stubbed with ReadPSFX): the "psfxN=file.pfx" entries on the visited
// pages ([pfx_day]/[pfx_night], include-reached from the mission's arena
// page) bind each dpl effect NUMBER to its authentic .PFX definition,
// loaded into the BT particle layer (BTLoadPfxFile / BTStartPfx / BTDrawPfx
// at the top of this file) that DPLIndependantEffect's <100 arm consumes.
//
if ((psfx_namelist = master_notation_file->MakeEntryList(starting_page_name, "psfx")) != NULL)
{
extern int BTLoadPfxFile_slot(const char *file_name, int slot);
int pfx_loaded = 0;
for (entry = psfx_namelist->GetFirstEntry();
entry;
entry = entry->GetNextEntry())
{
int psfx_number = atoi(entry->GetName() + 4); // "psfxN"
const char *psfx_file_name = entry->GetChar();
pfx_loaded += BTLoadPfxFile_slot(psfx_file_name, psfx_number);
}
DEBUG_STREAM << "[pfx] page '" << starting_page_name << "': "
<< pfx_loaded << " effect definitions loaded\n" << std::flush;
delete psfx_namelist;
}
////
//// (original stubbed loader retained for provenance)
////
//if ((psfx_namelist = master_notation_file->MakeEntryList(starting_page_name, "psfx")) != NULL)
//{
// const char *psfx_file_name;
// int psfx_number;
// //
// // create all the PSFX on the current page
// //
// for( entry = psfx_namelist->GetFirstEntry();
// entry;
// entry = entry->GetNextEntry())
// {
// psfx_number = atoi(entry->GetName()+4);
// psfx_file_name = entry->GetChar();
// if(debug_printing)
// std::cout<<"psfx"<<psfx_number<<" "<<psfx_file_name<<"\n";
// if(psfx_number < 0 || psfx_number > MAX_PSFX_COUNT-1)
// {
// Fail("PSFX id number was not in the allowed range");
// }
// //
// // See if we are overwriting an existing psfx
// //
// if(myPSFXDescriptons[psfx_number])
// {
// std::cout<<"psfx#"<<psfx_number<<" already existed from an earlier page, redefining it\n";
// delete myPSFXDescriptons[psfx_number];
// Unregister_Pointer(myPSFXDescriptons[psfx_number]);
// }
//// DEBUG_STREAM<<"Loading PSFX# "<<psfx_number<<" from file "<<psfx_file_name<<"\n" << std::flush;
// myPSFXDescriptons[psfx_number] = ReadPSFX(psfx_file_name);
// Register_Pointer(myPSFXDescriptons[psfx_number]);
// }
// //
// // Get rid of the PSFX entry list
// //
// delete psfx_namelist;
//}
//
// Get a the list of special effects
//
if ((specialfx_namelist = master_notation_file->MakeEntryList(starting_page_name, "effect")) != NULL)
{
const char *effect_page_name;
int status, spfx_number, version;
INDIE_EFFECT spfx;
memset(&spfx, 0, sizeof(PARTICLE_EFFECT));
Register_Object(specialfx_namelist);
//
// create all the effects on the current page
//
for( entry = specialfx_namelist->GetFirstEntry();
entry;
entry = entry->GetNextEntry())
{
//
// Get the page with this effect on it
//
effect_page_name = entry->GetChar();
if(debug_printing)
std::cout<<"specialfx"<<spfx_number<<" "<<effect_page_name<<"\n";
master_notation_file->GetEntry(effect_page_name, "id", &spfx_number);
version = 1;
master_notation_file->GetEntry(effect_page_name, "version", &version);
if (version < 2)
continue;
master_notation_file->GetEntry(effect_page_name, "texbounds", &TempStringPtr);
sscanf(TempStringPtr, "%f %f %f %f", &spfx.textureBounds.left, &spfx.textureBounds.top, &spfx.textureBounds.right, &spfx.textureBounds.bottom);
master_notation_file->GetEntry(effect_page_name, "rotate", (int*)&spfx.rotate);
master_notation_file->GetEntry(effect_page_name, "size", &spfx.fragSize);
master_notation_file->GetEntry(effect_page_name, "velocity", &spfx.velocity);
master_notation_file->GetEntry(effect_page_name, "varianceX", &spfx.varianceX);
master_notation_file->GetEntry(effect_page_name, "varianceY", &spfx.varianceY);
master_notation_file->GetEntry(effect_page_name, "varianceZ", &spfx.varianceZ);
master_notation_file->GetEntry(effect_page_name, "gravity", &spfx.gravity);
master_notation_file->GetEntry(effect_page_name, "count", &spfx.fragCount);
master_notation_file->GetEntry(effect_page_name, "life", &spfx.fragLifetime);
if (!master_notation_file->GetEntry(effect_page_name, "max_repeat", &spfx.maxRepeat))
spfx.maxRepeat = 30.0;
NameList *color_list = master_notation_file->MakeEntryList(effect_page_name, "color");
int i = 0;
for (NameList::Entry *color_entry = color_list->GetFirstEntry(); color_entry; color_entry = color_entry->GetNextEntry())
{
memset(&spfx.colors[i], 0, sizeof(COLOR_POINT));
spfx.colors[i].active = true;
int a, r, g, b;
sscanf(color_entry->GetChar(), "%f %d %d %d %d", &spfx.colors[i].time, &a, &r, &g, &b);
spfx.colors[i].color.argb = D3DCOLOR_ARGB(a, r, g, b);
i++;
}
for (;i < COLOR_POINT_COUNT; i++)
{
memset(&spfx.colors[i], 0, sizeof(COLOR_POINT));
}
//
// install the effect
//
int isIndie = 0;
master_notation_file->GetEntry(effect_page_name, "independent", &isIndie);
if (isIndie)
{
master_notation_file->GetEntry(effect_page_name, "maxIssue", &spfx.maxIssue);
master_notation_file->GetEntry(effect_page_name, "releasePeriod", &spfx.releasePeriod);
master_notation_file->GetEntry(effect_page_name, "duration", &spfx.duration);
spfx.id = 1000 + spfx_number;
myPSFXDescriptons[spfx_number] = spfx;
}
else
ParticleEngine::InstallEffect(spfx_number, *((PARTICLE_EFFECT*)&spfx));
}
//
// Get rid of the effect entry list
//
Unregister_Object(specialfx_namelist);
delete specialfx_namelist;
}
//--------------------------------------------------
// Make a list of all the include pages on this page
//--------------------------------------------------
if ((include_pages = master_notation_file->MakeEntryList(starting_page_name, "include")) != NULL)
{
Register_Object(include_pages);
//
// Recursively process all the include pages
//
for( entry = include_pages->GetFirstEntry();
entry;
entry = entry->GetNextEntry())
{
// Get the name of the next include page
next_include_page_name = (char *)entry->dataReference;
// Process the next page recursively through this routine
DPLReadINIPage(
master_notation_file,
next_include_page_name,
mission,
debug_printing);
if(debug_printing)
std::cout<<"DPLReadINIPage returned to "<<starting_page_name<<"\n";
}
Unregister_Object(include_pages);
delete include_pages;
}
//
// Process a compare and branch if there is one on this page
//
if(master_notation_file->GetEntry(starting_page_name, "compare" ,&compare_source))
{
Logical
match;
NameList
*branch_pages;
CString
compare_strings[10],
wild_card("*"),
token_string,
target_string,
master_compare_string(compare_source);
int
token_count;
ResourceFile
*this_resource_file;
//
// Get a pointer to our resource file so we can find the name of the map
// resource later in this process.
//
Check(application);
this_resource_file = application->GetResourceFile();
Check(this_resource_file);
//
// Print the compare string
//
if(debug_printing)
std::cout<<"compare = "<<master_compare_string<<"\n";
//
// Break the compare string apart, fetch the mission variables for each
// item in it and store them in the compare_strings array for later.
//
token_count = 0;
while(target_string = master_compare_string.GetNthToken(token_count,","))
{
// std::cout<<"Mission variable "<<token_count<<": ";
if(strcmp(target_string,"location") == 0)
{
compare_strings[token_count] = (this_resource_file->FindResourceDescription(mission->GetMapID()))->resourceName;
// std::cout<<target_string<<" = "<<compare_strings[token_count]<<"\n";
}
else if(strcmp(target_string,"time") == 0)
{
compare_strings[token_count] = mission->GetMissionTime();
// std::cout<<target_string<<" = "<<compare_strings[token_count]<<"\n";
}
else if(strcmp(target_string,"weather") == 0)
{
compare_strings[token_count] = mission->GetMissionWeather();
// std::cout<<target_string<<" = "<<compare_strings[token_count]<<"\n";
}
else if(strcmp(target_string,"scenario") == 0)
{
compare_strings[token_count] = mission->GetScenarioName();
// std::cout<<target_string<<" = "<<compare_strings[token_count]<<"\n";
}
else
{
std::cout<<"Mission variable "<<token_count<<": "<<target_string<<" IS AN UNKNOWN MISSION VARIABLE\n";
}
token_count++;
}
//
// Print the version of the compare string with the actual mission variables
// in it
//
int i;
if(debug_printing)
{
std::cout<<"comparing to: ";
for(i = 0; i<token_count; i++)
{
std::cout<<compare_strings[i]<<", ";
}
std::cout<<"\n";
}
//
// Now compare all the branch pages till we have done them all or found a match
//
branch_pages = master_notation_file->MakeEntryList(starting_page_name,"branch");
Register_Object(branch_pages);
for( entry = branch_pages->GetFirstEntry();
entry;
entry = entry->GetNextEntry())
{
CString
branch_command,
match_string;
int
compare_token;
//
// Get the text of the branch command and print it
//
branch_command = (char *)entry->dataReference;
if(debug_printing)
std::cout<<"branch = "<<branch_command<<"\n";
//
// Grab each token out of the branch string and compare it to the
// corrisponding item in compare_strings. This also checks for the
// wildcard cararcter. Any failure to match skips this branch string.
//
match = True;
for(compare_token = 0; compare_token<token_count; compare_token++)
{
match_string = branch_command.GetNthToken(compare_token,",");
if(match_string != compare_strings[compare_token] && match_string != wild_card)
{
match = False;
// std::cout<<match_string<<"!="<<compare_strings[compare_token]<<"\n";
break;
}
else
{
// std::cout<<match_string<<"=="<<compare_strings[compare_token]<<"\n";
}
}
//
// See if we had a successful match
//
if(match)
{
// Match! Get the name of the page to branch to and do it.
match_string = branch_command.GetNthToken(compare_token,",");
DPLReadINIPage(
master_notation_file,
match_string,
mission,
debug_printing);
if(debug_printing)
std::cout<<"DPLReadINIPage returned to "<<starting_page_name<<"\n";
// now break out of the loop because we only allow one page to match
break;
}
}
Unregister_Object(branch_pages);
delete branch_pages;
//
// If we found no match, yell about it
//
if(!match)
{
DEBUG_STREAM << "BRANCH ERROR IN '" <<
master_notation_file->GetFileName() <<
"' NO MATCH FOUND!!" << std::endl;
}
}
}
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Read environment
// routine to read in an environment from a notation file and setup lights,
// spfx and such...
//
void
DPLRenderer::DPLReadEnvironment(Mission *mission)
{
//STUBBED: DPL RB 1/14/07
char *L4DPLcfg;
// const char
// *cc;
NotationFile *renderer_environment;
Logical debug_printing;
//
// Get the name of the notation file from an environmental
//
L4DPLcfg = getenv("L4DPLCFG");
if (!L4DPLcfg)
{
DEBUG_STREAM<<"L4DPLCFG not defined, using dpldflt.ini!\n" << std::flush;
L4DPLcfg = "dpldflt.ini";
}
//
// Read the environment out of a notation file
//
renderer_environment = new NotationFile(L4DPLcfg);
Register_Object(renderer_environment);
if (renderer_environment->PageCount() == 0)
{
DEBUG_STREAM<<"Renderer config notation file "<<L4DPLcfg<<"was empty, can't continue\n" << std::flush;
Verify(renderer_environment->PageCount() == 0);
}
//
// Register the notation file and check it
//
Check(renderer_environment);
// BT (task #20): reset the day/night search-path accumulators before reading
// this mission's INI; DPLReadINIPage prepends each objectpath/materialpath/
// texmappath entry as it visits pages (most-specific ends up first).
mObjectPaths.clear();
mMaterialPaths.clear();
mTexmapPaths.clear();
// BT (task #52): LoadMission runs ONCE PER VIEWPOINT-MAKE, not once per
// mission -- MakeAndLinkViewpointEntity (APP.cpp:1265) re-links the renderer
// and re-reads the environment every time a new viewpoint mech is built,
// which the RESPAWN path does. The light block in DPLReadINIPage Fails ("All
// lights must be defined on a single INI file page") when sceneLightCount is
// already non-zero -- true on the second read, since neither the ctor-only
// init nor DPLReadINIPage ever clears it. That invariant is meant to catch
// lights SPLIT ACROSS pages WITHIN one read; across separate reads the state
// must reset. Tear the prior mission's lights down so the re-read is clean.
if (sceneLight != NULL)
{
if (mDevice != NULL)
for (int li = 0; li < sceneLightCount; ++li)
mDevice->LightEnable(li, FALSE);
delete [] sceneLight;
sceneLight = NULL;
}
sceneLightCount = 0;
if (renderer_environment->PageExists("main"))
{
if (!(renderer_environment->GetLogicalEntry("main", "debug", &debug_printing)))
{
debug_printing=False;
}
DPLReadINIPage(renderer_environment, "main", mission, debug_printing);
#if 0
if ((cc = dpl_GetObjectFilePath()) == NULL || *cc == NULL)
{
dpl_SetObjectFilePath ( ".\\video", NULL, NULL );
}
if ((cc = dpl_GetTexmapFilePath()) == NULL || *cc == NULL)
{
dpl_SetTexmapFilePath ( ".\\video", NULL, NULL );
}
if ((cc = dpl_GetMaterialFilePath()) == NULL || *cc == NULL)
{
dpl_SetMaterialFilePath ( ".\\video", NULL, NULL );
}
#endif
}
else
{
if (!(renderer_environment->GetLogicalEntry("dpl_config", "debug", &debug_printing)))
{
debug_printing=False;
}
std::cout<<"READING OLD FORMAT INI FILE '"<<renderer_environment->GetFileName()<<"'---hope this works\n";
// dpl_SetObjectFilePath ( ".\\video", NULL, NULL );
// dpl_SetTexmapFilePath ( ".\\video", NULL, NULL );
// dpl_SetMaterialFilePath ( ".\\video", NULL, NULL );
DPLReadINIPage(renderer_environment, "dpl_config", mission, debug_printing);
}
if (debug_printing)
{
// DEBUG_STREAM << "ObjectFilePath '" << dpl_GetObjectFilePath() << "'" << std::endl << std::flush;
// DEBUG_STREAM << "TexmapFilePath '" << dpl_GetTexmapFilePath() << "'" << std::endl << std::flush;
// DEBUG_STREAM << "MaterialFilePath '" << dpl_GetMaterialFilePath() << "'" << std::endl << std::flush;
}
//
// BT (task #20): push the accumulated day/night search-path priority to the
// BGF/BMF/texture loader. objectpath->.bgf, materialpath->.bmf, texmappath->
// textures. This invalidates the loader's cached indices so the next object
// load (the mission entities, incl. the sky dome) picks the correct
// time-of-day variant of every colliding stem.
//
// Apply the day/night SEARCH-PATH priority for ALL indices (default ON now).
// The mat\day material libs carry the AUTHENTIC per-time-of-day colour RAMPs
// (rock 0.25,0.21,0.16->0.8,0.5,0.4 warm tan) which the loader now bakes into
// the terrain textures -- so preferring mat\day gives the correct warm desert.
// (Earlier BT_MATPRI grayed the terrain ONLY because the ramp wasn't applied:
// mat\day materials have no diffuse and fell back to gray. With the ramp bake
// live they are correct.) BT_MATPRI=0 falls back to first-match (generic
// GEO/*.BMF gray ramps + the vertex tint) for A/B.
SetVideoPathPriority("bgf", mObjectPaths);
{
const char *mp = getenv("BT_MATPRI");
if (mp == 0 || mp[0] != '0')
{
SetVideoPathPriority("bmf", mMaterialPaths);
SetVideoPathPriority("img", mTexmapPaths);
}
}
if (debug_printing)
{
DEBUG_STREAM << "[env] object paths (" << mObjectPaths.size() << "), material paths ("
<< mMaterialPaths.size() << "), texmap paths (" << mTexmapPaths.size()
<< ") -- most-specific first\n" << std::flush;
}
//
// Close the notation file
//
Verify( !renderer_environment->IsDirty() );
Unregister_Object(renderer_environment);
delete renderer_environment;
//
// Flush all the things we've set/changed here
//
// dpl_FlushView(dplMainView);
return;
}
//
//#############################################################################
// Destructor for the video renderer
//#############################################################################
//
DPLRenderer::~DPLRenderer()
{
delete gOpNames;
delete gReplacementData;
if (mPrimaryIndex != NULL)
{
delete mPrimaryIndex;
}
if (mSecondaryIndex != NULL)
{
delete mSecondaryIndex;
}
if (mAux1Index != NULL)
{
delete mAux1Index;
}
if (mAux2Index != NULL)
{
delete mAux2Index;
}
SAFE_RELEASE(mDevice);
SAFE_RELEASE(gD3D);
//STUBBED: DPL RB 1/14/07
//int
// psfx_number;
////------------------------------------------------------
//// release allocated memory used by dump_frame_buffer()
////------------------------------------------------------
//dump_frame_buffer(NULL, NULL, NULL, NULL);
////
//// Delete any memory allocated to hold psfx effect descriptions
////
//for( psfx_number = 0; psfx_number < MAX_PSFX_COUNT; psfx_number++)
//{
// if(myPSFXDescriptons[psfx_number])
// {
// delete myPSFXDescriptons[psfx_number];
// Unregister_Pointer(myPSFXDescriptons[psfx_number]);
// myPSFXDescriptons[psfx_number] = NULL;
// }
//}
////
////~~~~~~~~~~~~~~~~~~
//// Delete all Lights
////~~~~~~~~~~~~~~~~~~
////
//if (ambientLight)
//{
// Check_Pointer(ambientLight);
// Unregister_Pointer(ambientLight);
// dpl_DeleteLight(ambientLight);
//}
//if (sceneLightDCS && sceneLight)
//{
// Check_Pointer(sceneLightDCS);
// for(int ii=0;ii<sceneLightCount;++ii)
// {
// Check_Pointer(sceneLight[ii]);
// Check_Pointer(sceneLightDCS[ii]);
// dpl_RemoveDCSFromScene(sceneLightDCS[ii]);
// dpl_DeleteDCS(sceneLightDCS[ii]);
// Unregister_Pointer(sceneLight[ii]);
// Unregister_Pointer(sceneLightDCS[ii]);
// }
// Unregister_Pointer(sceneLight);
// delete[] sceneLight;
// Unregister_Pointer(sceneLightDCS);
// delete[] sceneLightDCS;
//}
//Unregister_Object(DPLHeap);
//delete DPLHeap;
// DPLHeap = NULL;
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
DPLRenderer::TestInstance() const
{
VideoRenderer::TestInstance();
Verify(dplMainView != NULL);
Verify(dplMainZone != NULL);
return True;
}
//
//#############################################################################
// FlushBitSliceTexture
// Sends the bitslice texture to the division card.
// LoadBitSliceTexture
// Handles building of a bitmap into a texture map for the Division card, this
// specifically deals with merging a 1 bit bitmap into a 4 bit bitslice texmap.
//#############################################################################
//
void
DPLRenderer::FlushBitSliceTexture(
unsigned int *local_storage)
{
//STUBBED: DPL RB 1/14/07
//int
// status;
//dpl_TEXTURE *temp_texture =
// dpl_LookupTexture("bmap:bmap1_tex", dpl_lookup_normal, &status);
//if(temp_texture == NULL)
//{
// DEBUG_STREAM<<"WARNING, textures for player names not defined\n" << std::flush;
//}
//else
//{
// dpl_TEXMAP *temp_texmap =
// dpl_GetTextureTexmap(temp_texture);
// if(temp_texmap != NULL)
// {
// dpl_TexmapTexels2D ( temp_texmap, local_storage,
// 128,
// 64,
// 4 );
// dpl_FlushTexmap(temp_texmap);
// }
// else
// {
// DEBUG_STREAM<<"WARNING, texmap for player names not defined\n" << std::flush;
// }
//}
}
void DPLRenderer::LoadBitSliceTexture(BitMap *bitmap_to_load, LPDIRECT3DTEXTURE9 local_storage)
{
// lock the texture and grab a pointer to the data
D3DLOCKED_RECT lockedRect;
local_storage->LockRect(0, &lockedRect, NULL, D3DLOCK_DISCARD);
//
// Figure out the position to start copying the data at
//
Word *word_pointer = bitmap_to_load->Data.MapPointer;
__int16 *pixel_pointer = (__int16*)lockedRect.pBits;
//
// Actually process the texels
//
int bit_mask = 0x8000;
for(int y = 0; y < 32; y++)
{
for(int x = 0; x < 128; x++)
{
if (*word_pointer & bit_mask)
*(pixel_pointer++) = 0xFFFF;
else
*(pixel_pointer++) = 0x0000;
bit_mask >>= 1;
if (bit_mask == 0)
{
bit_mask = 0x8000;
word_pointer++;
}
}
}
// unlock the texture now that we're done updating it
local_storage->UnlockRect(0);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// CacheExplosionScripts
// Handles code to preload the morph and other caches with things needed by
// explosion scripts. Should be called at startup, once for each.
//
void
DPLRenderer::CacheExplosionScripts(
int script_select) // The script to be cached
{
//STUBBED: DPL RB 1/14/07
// dpl_OBJECT
// *object;
// //
// // Load the morph targets into the MUNGA object cache
// //
// switch(script_select)
// {
// case 104: // Thor death explosion
// case 106: // Thor death explosion
// {
// dpl_LoadObject("flamebig.bgf", dpl_load_normal);
// dpl_LoadObject("thrdbr.bgf" , dpl_load_normal);
// dpl_LoadObject("ldbr.bgf" , dpl_load_normal);
// dpl_LoadObject("flamesml.bgf", dpl_load_normal);
//// DEBUG_STREAM << "explosion "<< script_select<<" cached\n" << std::flush;
// break;
// }
// }
}
//
//#############################################################################
// ExplosionScripts
// Contains several scripts for running various types of explosion effects.
//#############################################################################
//
void
DPLRenderer::ExplosionScripts(
Entity *entity, // The entity we are dealing with
ResourceDescription* ,//model_resource, // Pointer to the video resource
ViewFrom ,//view_type, // Type of reference (inside/outside...etc.)
int script_select)
{
//STUBBED: DPL RB 1/14/07
// dpl_OBJECT
// *object_1;
// //
// // Construct a root renderable to hang the explosion effects on
// //
// RootRenderable *this_root =
// new RootRenderable(
// entity, // Entity to attach the renderable to
// RootRenderable::Dynamic, // How/when to execute the renderable
// NULL, // object to hang on the DCS, may be a list later <NULL>
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL); // intersection mask for the object
// Register_Object(this_root);
// //
// // Select which script to construct
// //
// switch(script_select)
// {
// case 0: // Shock wave
// {
// //
// // Load object(s) we will be using for the explosions
// //
// object_1 = dpl_LoadObject("shock.bgf", dpl_load_normal);
// //
// // Setup control variables and transforms we need
// //
// Vector3D scaling_velocity_1(3.5, 3.5, 3.5);
// Vector3D velocity_accel_1(0.0, 0.0, 0.0);
// LinearMatrix explosion_1_offset(True);
// //
// // Create the scaling explosion renderables
// //
// ScalingExplosionRenderable *explosion_1 =
// new ScalingExplosionRenderable(
// entity, // Entity to attach the renderable to
// ScalingExplosionRenderable::Dynamic, // How/when to execute the renderable
// object_1, // This will be the scaling explosion object
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS(), // the parent DCS we will be offsetting from
// &explosion_1_offset, // offset matrix to be applied prior to joint DCS
// &scaling_velocity_1, // Effect control vector, Y is acceleration, X, Z are velocity
// &velocity_accel_1,
// 0.0f,
// NULL); // -.25 gravity is normal
// Register_Object(explosion_1);
// //
// // Create a sweep renderable to drive the material morph
// //
// SweepRenderable *sweep_1 =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 0.5f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// NULL);
// Register_Object(sweep_1);
// //
// // Lookup a texture that we can use for the morphing materials
// //
// int
// status;
// dpl_TEXTURE *effect_texture =
// dpl_LookupTexture ( "btfx:firesmoke1_scr_tex", dpl_lookup_normal, &status );
// if (effect_texture == NULL)
// DEBUG_STREAM<<"couldn't find texture btfx:firesmoke1_scr_tex for an effect\n" << std::flush;
// //
// // Setup a morph material renderable for each explosion shape
// //
// MorphMaterialRenderable *morph_material_1 =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 1.0f,1.0f,1.0f, // Material's ambient component
// 1.0f,1.0f,1.0f, // Material's emissive component
// 1.0f,1.0f,1.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 4.0f,0.2f,-0.05f, // Material's opacity
// effect_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 0, // Material's Fog Imunity value
// 0.5f,0.5f,0.5f, // Material's ambient component
// 0.5f,0.5f,0.5f, // Material's emissive component
// 0.5f,0.5f,0.5f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
//// 0.25f,0.25f,-0.05f, // Material's opacity
// 0.1f,0.1f,-0.05f, // Material's opacity
// 0.0f, // Material's Z dither value
// sweep_1->GetSweepAttribute());
// Register_Object(morph_material_1);
// dpl_INSTANCE *explosion_1_instance = dpl_GetDCSInstance(explosion_1->GetDCS(), 1);
// if(!explosion_1_instance)
// Fail("explosion_1_instance came back null\n");
// dpl_SetInstanceFrontMaterial(explosion_1_instance, morph_material_1->GetMaterial());
// dpl_FlushInstance(explosion_1_instance);
// break;
// }
// case 1: // Big explosion
// {
// //
// // Load object(s) we will be using for the explosions
// //
// object_1 = dpl_LoadObject("exp.bgf", dpl_load_normal);
// //
// // Setup control variables and transforms we need
// //
// Vector3D scaling_velocity_1(0.15, 0.15, 0.15);
// Vector3D scaling_velocity_2(0.18, 0.22, 0.18);
// Vector3D velocity_accel_1(0.0, 0.0, 0.0);
// Vector3D velocity_accel_2(0.0, 0.0, 0.0);
// LinearMatrix explosion_1_offset(True);
// LinearMatrix explosion_2_offset(True);
// Point3D explosion_2_translate(0.0f, 0.0f, 0.0f);
// EulerAngles explosion_2_rotate(0.0f, 1.0f, 0.0f);
// explosion_2_offset = explosion_2_rotate;
// explosion_2_offset = explosion_2_translate;
// //
// // Create the scaling explosion renderables
// //
// ScalingExplosionRenderable *explosion_1 =
// new ScalingExplosionRenderable(
// entity, // Entity to attach the renderable to
// ScalingExplosionRenderable::Dynamic, // How/when to execute the renderable
// object_1, // This will be the scaling explosion object
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS(), // the parent DCS we will be offsetting from
// &explosion_1_offset, // offset matrix to be applied prior to joint DCS
// &scaling_velocity_1, // Effect control vector, Y is acceleration, X, Z are velocity
// &velocity_accel_1,
// 0.0f,
// NULL); // -.25 gravity is normal
// Register_Object(explosion_1);
// ScalingExplosionRenderable *explosion_2 =
// new ScalingExplosionRenderable(
// entity, // Entity to attach the renderable to
// ScalingExplosionRenderable::Dynamic, // How/when to execute the renderable
// object_1, // This will be the scaling explosion object
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS(), // the parent DCS we will be offsetting from
// &explosion_2_offset, // offset matrix to be applied prior to joint DCS
// &scaling_velocity_2, // Effect control vector, Y is acceleration, X, Z are velocity
// &velocity_accel_2,
// 0.0f,
// NULL);
// Register_Object(explosion_2);
// //
// // Create a sweep renderable to drive the material morph
// //
// SweepRenderable *sweep_1 =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 3.0f,
// 1, // number of times to cycle before stopping
// NULL); // How long to take to sweep from 0 to 1
// Register_Object(sweep_1);
// SweepRenderable *sweep_2 =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 2.0f,
// 1, // number of times to cycle before stopping
// NULL); // How long to take to sweep from 0 to 1
// Register_Object(sweep_2);
// //
// // Lookup a texture that we can use for the morphing materials
// //
// int
// status;
// dpl_TEXTURE *effect_texture =
// dpl_LookupTexture ( "btfx:firesmoke1_scr_tex", dpl_lookup_normal, &status );
// if (effect_texture == NULL)
// DEBUG_STREAM<<"couldn't find texture btfx:firesmoke1_scr_tex for an effect\n" << std::flush;
// //
// // Setup a morph material renderable for each explosion shape
// //
// #if 0
// 0.9f,0.0f,0.0f, // Material's ambient component
// 1.0f,1.0f,0.0f, // Material's emissive component
// 1.0f,0.7f,0.2f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 8.0f,0.2f,-0.05f, // Material's opacity
// #endif
// MorphMaterialRenderable *morph_material_1 =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 0.9f,0.0f,0.0f, // Material's ambient component
// 1.0f,0.2f,0.0f, // Material's emissive component
// 1.0f,0.2f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 10.0f,0.6f,-0.05f, // Material's opacity
// effect_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 0, // Material's Fog Imunity value
// 0.3f,0.0f,0.0f, // Material's ambient component
// 0.5f,0.0f,0.0f, // Material's emissive component
// 0.2f,0.0f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 0.25f,0.25f,-0.05f, // Material's opacity
// 15.0f, // Material's Z dither value
// sweep_1->GetSweepAttribute());
// Register_Object(morph_material_1);
// MorphMaterialRenderable *morph_material_2 =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 0.9f,0.0f,0.0f, // Material's ambient component
// 1.0f,0.6f,0.3f, // Material's emissive component
// 1.0f,0.4f,0.2f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 8.0f,0.2f,-0.05f, // Material's opacity
// effect_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 0, // Material's Fog Imunity value
// 0.1f,0.0f,0.0f, // Material's ambient component
// 0.0f,0.0f,0.0f, // Material's emissive component
// 0.1f,0.0f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 0.25f,0.25f,-0.05f, // Material's opacity
// 15.0f, // Material's Z dither value
// sweep_2->GetSweepAttribute());
// Register_Object(morph_material_2);
// //
// // Override the materials in the two explosion shapes using these morph materials
// //
// dpl_INSTANCE *explosion_1_instance = dpl_GetDCSInstance(explosion_1->GetDCS(), 1);
// dpl_INSTANCE *explosion_2_instance = dpl_GetDCSInstance(explosion_2->GetDCS(), 1);
//
// if(!explosion_1_instance)
// Fail("explosion_1_instance came back null\n");
// if(!explosion_2_instance)
// Fail("explosion_2_instance came back null\n");
//
// dpl_SetInstanceFrontMaterial(explosion_1_instance, morph_material_1->GetMaterial());
// dpl_SetInstanceFrontMaterial(explosion_2_instance, morph_material_2->GetMaterial());
//
// dpl_FlushInstance(explosion_1_instance);
// dpl_FlushInstance(explosion_2_instance);
// break;
// }
// case 2: // Big explosion
// {
// //
// // Load object(s) we will be using for the explosions
// //
// object_1 = dpl_LoadObject("exp.bgf", dpl_load_normal);
// //
// // Setup control variables and transforms we need
// //
// Vector3D scaling_velocity_1(1.0, 0.2, 1.0);
// Vector3D scaling_velocity_2(0.75, 0.75, 0.75);
// Vector3D velocity_accel_1(-0.00725, -0.004, -0.00725);
//// Vector3D velocity_accel_1(-0.00925, -0.00925, -0.00925);
// Vector3D velocity_accel_2(-0.01388, -0.01388, -0.01388);
// LinearMatrix explosion_1_offset(True);
// LinearMatrix explosion_2_offset(True);
// Point3D explosion_2_translate(0.0f, 0.0f, 0.0f);
// EulerAngles explosion_2_rotate(0.0f, 1.0f, 0.0f);
// explosion_2_offset = explosion_2_rotate;
// explosion_2_offset = explosion_2_translate;
// //
// // Create the scaling explosion renderables
// //
// ScalingExplosionRenderable *explosion_1 =
// new ScalingExplosionRenderable(
// entity, // Entity to attach the renderable to
// ScalingExplosionRenderable::Dynamic, // How/when to execute the renderable
// object_1, // This will be the scaling explosion object
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS(), // the parent DCS we will be offsetting from
// &explosion_1_offset, // offset matrix to be applied prior to joint DCS
// &scaling_velocity_1, // Effect control vector, Y is acceleration, X, Z are velocity
// &velocity_accel_1,
// 0.0f,
// NULL); // -.25 gravity is normal
// Register_Object(explosion_1);
// ScalingExplosionRenderable *explosion_2 =
// new ScalingExplosionRenderable(
// entity, // Entity to attach the renderable to
// ScalingExplosionRenderable::Dynamic, // How/when to execute the renderable
// object_1, // This will be the scaling explosion object
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS(), // the parent DCS we will be offsetting from
// &explosion_2_offset, // offset matrix to be applied prior to joint DCS
// &scaling_velocity_2, // Effect control vector, Y is acceleration, X, Z are velocity
// &velocity_accel_2,
// 0.0f,
// NULL);
// Register_Object(explosion_2);
// //
// // Create a sweep renderable to drive the material morph
// //
// SweepRenderable *sweep_1 =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 3.0f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// NULL);
// Register_Object(sweep_1);
// SweepRenderable *sweep_2 =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 2.0f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// NULL);
// Register_Object(sweep_2);
// //
// // Lookup a texture that we can use for the morphing materials
// //
// int
// status;
// dpl_TEXTURE *effect_texture =
// dpl_LookupTexture ( "btfx:firesmoke1_scr_tex", dpl_lookup_normal, &status );
// if (effect_texture == NULL)
// DEBUG_STREAM<<"couldn't find texture btfx:firesmoke1_scr_tex for an effect\n" << std::flush;
// //
// // Setup a morph material renderable for each explosion shape
// //
// #if 0
// 0.9f,0.0f,0.0f, // Material's ambient component
// 1.0f,1.0f,0.0f, // Material's emissive component
// 1.0f,0.7f,0.2f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 8.0f,0.2f,-0.05f, // Material's opacity
// #endif
// MorphMaterialRenderable *morph_material_1 =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 0.9f,0.0f,0.0f, // Material's ambient component
// 1.0f,0.2f,0.0f, // Material's emissive component
// 1.0f,0.2f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 8.0f,0.2f,-0.05f, // Material's opacity
// effect_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 0, // Material's Fog Imunity value
// 0.3f,0.0f,0.0f, // Material's ambient component
// 0.5f,0.0f,0.0f, // Material's emissive component
// 0.2f,0.0f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 0.25f,0.25f,-0.05f, // Material's opacity
// 15.0f, // Material's Z dither value
// sweep_1->GetSweepAttribute());
// Register_Object(morph_material_1);
// MorphMaterialRenderable *morph_material_2 =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 0.9f,0.0f,0.0f, // Material's ambient component
// 1.0f,0.6f,0.4f, // Material's emissive component
// 1.0f,0.3f,0.2f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 8.0f,0.2f,-0.05f, // Material's opacity
// effect_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 0, // Material's Fog Imunity value
// 0.1f,0.0f,0.0f, // Material's ambient component
// 0.0f,0.0f,0.0f, // Material's emissive component
// 0.0f,0.0f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 0.25f,0.25f,-0.05f, // Material's opacity
// 15.0f, // Material's Z dither value
// sweep_2->GetSweepAttribute());
// Register_Object(morph_material_2);
// //
// // Override the materials in the two explosion shapes using these morph materials
// //
// dpl_INSTANCE *explosion_1_instance = dpl_GetDCSInstance(explosion_1->GetDCS(), 1);
// dpl_INSTANCE *explosion_2_instance = dpl_GetDCSInstance(explosion_2->GetDCS(), 1);
//
// if(!explosion_1_instance)
// Fail("explosion_1_instance came back null\n");
// if(!explosion_2_instance)
// Fail("explosion_2_instance came back null\n");
//
// dpl_SetInstanceFrontMaterial(explosion_1_instance, morph_material_1->GetMaterial());
// dpl_SetInstanceFrontMaterial(explosion_2_instance, morph_material_2->GetMaterial());
//
// dpl_FlushInstance(explosion_1_instance);
// dpl_FlushInstance(explosion_2_instance);
// break;
// }
// case 3: // Sparks
// {
// //
// // Load object(s) we will be using for the explosions
// //
// object_1 = dpl_LoadObject("spk1.bgf", dpl_load_normal);
// //
// // Setup control variables and transforms we need
// //
// Vector3D scaling_velocity_1(0.1, 0.1, 0.1);
// Vector3D velocity_accel_1(0.0, 0.0, 0.0);
// LinearMatrix explosion_1_offset(True);
// //
// // Create the scaling explosion renderables
// //
// ScalingExplosionRenderable *explosion_1 =
// new ScalingExplosionRenderable(
// entity, // Entity to attach the renderable to
// ScalingExplosionRenderable::Dynamic, // How/when to execute the renderable
// object_1, // This will be the scaling explosion object
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS(), // the parent DCS we will be offsetting from
// &explosion_1_offset, // offset matrix to be applied prior to joint DCS
// &scaling_velocity_1, // Effect control vector, Y is acceleration, X, Z are velocity
// &velocity_accel_1,
// -0.15f,
// NULL); // -.25 gravity is normal
// Register_Object(explosion_1);
// //
// // Create a sweep renderable to drive the material morph
// //
// SweepRenderable *sweep_1 =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 0.5f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// NULL);
// Register_Object(sweep_1);
// //
// // Lookup a texture that we can use for the morphing materials
// //
// int
// status;
// dpl_TEXTURE *effect_texture =
// dpl_LookupTexture ( "btfx:firesmoke1_scr_tex", dpl_lookup_normal, &status );
// if (effect_texture == NULL)
// DEBUG_STREAM<<"couldn't find texture btfx:firesmoke1_scr_tex for an effect\n" << std::flush;
// //
// // Setup a morph material renderable for each explosion shape
// //
// MorphMaterialRenderable *morph_material_1 =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 1.0f,1.0f,0.0f, // Material's ambient component
// 1.0f,1.0f,0.0f, // Material's emissive component
// 1.0f,1.0f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 1.0f,1.0f,1.0f, // Material's opacity
// effect_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 2, // Material's Fog Imunity value
// 0.9f,0.0f,0.0f, // Material's ambient component
// 0.9f,0.0f,0.0f, // Material's emissive component
// 0.9f,0.0f,0.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0, // Material's specular component
// 1.0f,1.0f,1.0f, // Material's opacity
// 0.0f, // Material's Z dither value
// sweep_1->GetSweepAttribute());
// Register_Object(morph_material_1);
// dpl_INSTANCE *explosion_1_instance = dpl_GetDCSInstance(explosion_1->GetDCS(), 1);
// if(!explosion_1_instance)
// Fail("explosion_1_instance came back null\n");
// dpl_SetInstanceFrontMaterial(explosion_1_instance, morph_material_1->GetMaterial());
// dpl_FlushInstance(explosion_1_instance);
// break;
// }
// case 4: // A huge mech explodes (yawn)
// {
// Point3D null_offset(0.0f, 0.0f, 0.0f);
// LinearMatrix null_offset_matrix(True);
// Point3D local_height(0.0f, 6.2f, 0.0f); // height of Thor
// LinearMatrix local_offset(True);
// local_offset = local_height;
// DPLStaticChildRenderable *local_root =
// new DPLStaticChildRenderable(
// entity,
// false,
// NULL,
// dpl_isect_mode_obj,
// NULL,
// local_offset,
// this_root->GetDCS());
// Register_Object(local_root);
// //
// // Load morph sources we need for the effect
// //
// dpl_OBJECT *thor_debris_object = dpl_LoadObject("thrdbr.bgf", dpl_load_normal);
// dpl_OBJECT *large_debris_object = dpl_LoadObject("ldbr.bgf", dpl_load_normal);
// dpl_OBJECT *small_flames_object = dpl_LoadObject("flamesml.bgf", dpl_load_normal);
// //
// // Load morph targets we need for the effect
// //
// //------------------------------------------------
// // Renderables to handle the chunks and fireballs
// //------------------------------------------------
//#if 0
// OneShotDelayRenderable *fireball_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.25f); // How long to wait before raising the trigger
// Register_Object(fireball_delay);
// Point3D my_offset(0.0, 4.0, 0.0);
// #if DEBUG_LEVEL > 0
// DPLPSFXRenderable* initial_boom =
// #endif
// new DPLPSFXRenderable(
// entity, // Entity to attach the renderable to
// DPLPSFXRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay->GetTriggerAttribute(), // address containing the trigger
// myPSFXDescriptons[7], // pointer to the PFX description
// this_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &my_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(initial_boom);
// #if DEBUG_LEVEL > 0
// DPLEffectRenderable *chunks_effect =
// #endif
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay->GetTriggerAttribute(), // address containing the trigger
// 3, // Chunks // DPL effect number to trigger
// local_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &null_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(chunks_effect);
// Point3D fireball_offset(1.0f, 5.0f, 1.0f);
// #if DEBUG_LEVEL > 0
// DPLEffectRenderable *fireball_effect =
// #endif
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay->GetTriggerAttribute(), // address containing the trigger
// 15, // Fireball // DPL effect number to trigger
// local_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &fireball_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(fireball_effect);
//#endif
// OneShotDelayRenderable *fireball_delay_2 =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.55f); // How long to wait before raising the trigger
// Register_Object(fireball_delay_2);
// Point3D fireball_offset_2(-1.0f, 5.0f, -1.0f);
// #if DEBUG_LEVEL > 0
// DPLEffectRenderable *fireball_effect_2 =
// #endif
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay_2->GetTriggerAttribute(), // address containing the trigger
// 15, // Fireball // DPL effect number to trigger
// local_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &fireball_offset_2); // Offset (or world coordinants if DCS is NULL)
// Register_Object(fireball_effect_2);
// //-----------------------------------------------
// // Renderables to handle static debris
// //-----------------------------------------------
// OneShotDelayRenderable *static_debris_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.25f); // How long to wait before raising the trigger
// Register_Object(static_debris_delay);
// DPLStaticChildRenderable *mech_debris =
// new DPLStaticChildRenderable(
// entity,
// false,
// thor_debris_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// this_root->GetDCS());
// Register_Object(mech_debris);
// #if DEBUG_LEVEL > 0
// MakeDCSFall *mech_debris_fall =
// #endif
// new MakeDCSFall(
// entity, // Entity to attach the renderable to
// MakeDCSFall::Dynamic, // How/when to execute the renderable
// mech_debris->GetDCS(), // the DCS to control
// -0.025f, // Gravity in meters/sec squared
// static_debris_delay->GetTriggerAttribute()); // true if the instance is on, false if off
// Register_Object(mech_debris_fall);
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *mech_debris_instance = dpl_GetDCSInstance(mech_debris->GetDCS(), 1);
// #if DEBUG_LEVEL > 0
// InstanceSwitchRenderable *mech_debris_instance_switch =
// #endif
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// mech_debris_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
// Register_Object(mech_debris_instance_switch);
//
// DPLStaticChildRenderable *large_debris =
// new DPLStaticChildRenderable(
// entity,
// false,
// large_debris_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// mech_debris->GetDCS());
// Register_Object(large_debris);
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *large_debris_instance = dpl_GetDCSInstance(large_debris->GetDCS(), 1);
// #if DEBUG_LEVEL > 0
// InstanceSwitchRenderable *large_debris_instance_switch =
// #endif
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// large_debris_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
// Register_Object(large_debris_instance_switch);
// //-----------------------------------------------
// // Renderables to handle fires
// //-----------------------------------------------
// OneShotDelayRenderable *fires_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.25f); // How long to wait before raising the trigger
// Register_Object(fires_delay);
// DPLStaticChildRenderable *fires =
// new DPLStaticChildRenderable(
// entity,
// false,
// NULL,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// this_root->GetDCS());
// Register_Object(fires);
// #if DEBUG_LEVEL > 0
// MakeDCSFall *fires_fall =
// #endif
// new MakeDCSFall(
// entity, // Entity to attach the renderable to
// MakeDCSFall::Dynamic, // How/when to execute the renderable
// fires->GetDCS(), // the DCS to control
// -0.01f, // Gravity in meters/sec squared
// fires_delay->GetTriggerAttribute()); // true if the instance is on, false if off
// Register_Object(fires_fall);
// DPLStaticChildRenderable *small_flames =
// new DPLStaticChildRenderable(
// entity,
// false,
// small_flames_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// fires->GetDCS());
// Register_Object(small_flames);
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *small_flames_instance = dpl_GetDCSInstance(small_flames->GetDCS(), 1);
// #if DEBUG_LEVEL > 0
// InstanceSwitchRenderable *small_flames_instance_switch =
// #endif
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// small_flames_instance, // the instance to control
// True, // Instance is on when trigger is...
// fires_delay->GetTriggerAttribute());
// Register_Object(small_flames_instance_switch);
//
// dpl_OBJECT *big_flames_object = dpl_LoadObject("flamebig.bgf", dpl_load_normal);
// DPLStaticChildRenderable *big_flames =
// new DPLStaticChildRenderable(
// entity,
// false,
// big_flames_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// fires->GetDCS());
// Register_Object(big_flames);
// // Make big flames object billboard along y-axis
// dpl_SetDCSReorientAxes(big_flames->GetDCS(), dpl_reorient_axes_y);
// dpl_FlushDCS(big_flames->GetDCS());
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *big_flames_instance = dpl_GetDCSInstance(big_flames->GetDCS(), 1);
// #if DEBUG_LEVEL > 0
// InstanceSwitchRenderable *big_flames_instance_switch =
// #endif
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// big_flames_instance, // the instance to control
// True, // Instance is on when trigger is...
// fires_delay->GetTriggerAttribute());
// Register_Object(big_flames_instance_switch);
// //
// // These renderables create the rising smoke column using a pfx effect.
// //
//#if 0
// Point3D my_offset2(0.0, 5.0, 0.0);
// #if DEBUG_LEVEL > 0
// OnePSFXRenderable *this_effect=
// #endif
// new OnePSFXRenderable(
// entity, // Entity to attach the renderable to
// OnePSFXRenderable::Static, // How/when to execute the renderable
// myPSFXDescriptons[1], // name of file with the PFX description in it
// this_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &my_offset2); // Offset (or world coordinants if DCS is NULL)
// Register_Object(this_effect);
//#endif
// break;
// }
// //----------------------------------------
// case 5: // Sfx #105 - Delayed ground hit
// //----------------------------------------
// {
// //
// // Create the delayed ground hit renderables
// //
// Point3D null_offset(0.0f, 0.0f, 0.0f);
// OneShotDelayRenderable *ground_hit_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.15f); // How long to wait before raising the trigger
// Register_Object(ground_hit_delay);
// #if DEBUG_LEVEL > 0
// DPLEffectRenderable *ground_hit_effect =
// #endif
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// ground_hit_delay->GetTriggerAttribute(), // address containing the trigger
// 12, // GroundHit // DPL effect number to trigger
// this_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &null_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(ground_hit_effect);
// break;
// }
// //------------------------------------------
// case 6: // Sfx #106 - Thor death explosion
// //------------------------------------------
// {
// #if 0
// int status; // used with dpl calls
// Point3D null_offset(0.0f, 0.0f, 0.0f);
// LinearMatrix null_offset_matrix(True);
// Point3D local_height(0.0f, 6.2f, 0.0f); // height of Thor
// LinearMatrix local_offset(True);
// local_offset = local_height;
// DPLStaticChildRenderable *local_root =
// new DPLStaticChildRenderable(
// entity,
// false,
// NULL,
// dpl_isect_mode_obj,
// NULL,
// local_offset,
// this_root->GetDCS());
// Register_Object(local_root);
//#if 0
// //vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
// //
// // Show static thor (TEMPORARY for testing)
// //
// dpl_OBJECT *static_thr_object = dpl_LoadObject("thr.bgf", dpl_load_normal);
// DPLStaticChildRenderable *static_thr =
// new DPLStaticChildRenderable(
// entity,
// false,
// static_thr_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// local_root->GetDCS());
// Register_Object(static_thr);
// // This defines how long the static_thr stays visible
// OneShotDelayRenderable *static_thr_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.5f); // How long to wait before raising the trigger
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *static_thr_instance = dpl_GetDCSInstance(static_thr->GetDCS(), 1);
// InstanceSwitchRenderable *static_thr_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// static_thr_instance, // the instance to control
// False, // Instance is on when trigger is...
// static_thr_delay->GetTriggerAttribute());
// //
// //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
//#endif
// //
// // Load objects we will be using for the explosion effect
// //
// DPLObjectWrapper *flash_object_wrapper =
// new DPLObjectWrapper(
// entity, // Entity to attach the renderable to
// "exdisk_A.bgf", // Name of the DPL object to load into the wrapper
// dpl_load_nocache); // Type of loading to perform on this object
// Register_Object(flash_object_wrapper);
// dpl_OBJECT *flash_object_a = flash_object_wrapper->GetDPLObject();
// dpl_OBJECT *flash_object_b = dpl_LoadObject("exdisk_B.bgf", dpl_load_normal);
// dpl_OBJECT *flash_object_c = dpl_LoadObject("exdisk_C.bgf", dpl_load_normal);
// DPLObjectWrapper *debris_object_wrapper =
// new DPLObjectWrapper(
// entity, // Entity to attach the renderable to
// "thrtor_A.bgf", // Name of the DPL object to load into the wrapper
// dpl_load_nocache); // Type of loading to perform on this object
// Register_Object(debris_object_wrapper);
// dpl_OBJECT *morph_debris_a = debris_object_wrapper->GetDPLObject();
// dpl_OBJECT *morph_debris_b = dpl_LoadObject("thrtor_B.bgf", dpl_load_normal);
// dpl_OBJECT *morph_debris_c = dpl_LoadObject("thrtor_C.bgf", dpl_load_normal);
// DPLObjectWrapper *hips_object_wrapper =
// new DPLObjectWrapper(
// entity, // Entity to attach the renderable to
// "thrhip_A.bgf", // Name of the DPL object to load into the wrapper
// dpl_load_nocache); // Type of loading to perform on this object
// Register_Object(hips_object_wrapper);
// dpl_OBJECT *morph_hips_a = hips_object_wrapper->GetDPLObject();
// dpl_OBJECT *morph_hips_b = dpl_LoadObject("thrhip_B.bgf", dpl_load_normal);
// dpl_OBJECT *morph_hips_c = dpl_LoadObject("thrhip_C.bgf", dpl_load_normal);
// dpl_OBJECT *thor_debris_object = dpl_LoadObject("thrdbr.bgf", dpl_load_normal);
// dpl_OBJECT *large_debris_object = dpl_LoadObject("ldbr.bgf", dpl_load_normal);
// dpl_OBJECT *small_flames_object = dpl_LoadObject("flamesml.bgf", dpl_load_normal);
// dpl_OBJECT *big_flames_object = dpl_LoadObject("flamebig.bgf", dpl_load_normal);
// //----------------------------------------------
// // Renderables to perform morphing flash object
// //----------------------------------------------
// SweepRenderable *flash_morph_sweep =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 1.0f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// NULL, // trigger
// -0.5f, // Initial value
// 2.0f); // Final value
// ChildMorphRenderable *flash_morph =
// new ChildMorphRenderable(
// entity, // Entity to attach the renderable to
// ChildMorphRenderable::Dynamic, // How/when to execute the renderable
// flash_object_a, // destination
// flash_object_b, // start object
// flash_object_c, // end object
// flash_morph_sweep->GetSweepAttribute(), // pointer to control variable
// dpl_morph_vertices | dpl_morph_colors, // Defines type of morph to do
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS()); // the parent DCS we will be offsetting from
// // Make flash object billboard along y-axis
// dpl_SetDCSReorientAxes(flash_morph->GetDCS(), dpl_reorient_axes_y);
// dpl_FlushDCS(flash_morph->GetDCS());
// // This defines how long the flash stays up
// OneShotDelayRenderable *flash_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 1.0f); // How long to wait before raising the trigger
// Register_Object(flash_delay);
// // Find the instance with the flash in it and hook up the instance switch
// dpl_INSTANCE *flash_morph_instance = dpl_GetDCSInstance(flash_morph->GetDCS(), 1);
// InstanceSwitchRenderable *flash_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// flash_morph_instance, // the instance to control
// False, // Instance is on when trigger is...
// flash_delay->GetTriggerAttribute());
// //---------------------------------------------------
// // Create a material morph to fade flash object away
// //---------------------------------------------------
// OneShotDelayRenderable *flash_fade_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.5f); // How long to wait before raising the trigger
// SweepRenderable *flash_fade_sweep =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 0.4f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// flash_fade_delay->GetTriggerAttribute()); // trigger variable
// Register_Object(flash_fade_sweep);
// // Lookup texture for smoke column
// dpl_TEXTURE *flash_texture =
// dpl_LookupTexture("btfx:bexp9_tex", dpl_lookup_normal, &status);
// if (flash_texture == NULL)
// DEBUG_STREAM<<"couldn't find texture btfx:bexp9_tex for an effect\n" << std::flush;
// //
// MorphMaterialRenderable *flash_fade_material =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 1.0f,1.0f,1.0f, // Material's ambient component
// 1.0f,1.0f,1.0f, // Material's emissive component
// 1.0f,1.0f,1.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0f, // Material's specular component
// 1.0f,1.0f,1.0f, // Material's opacity
// flash_texture, // Material's texture pointer
// 0.0f, // Material's Z dither value
// 1, // Material's Fog Imunity value
// 1.0f,1.0f,1.0f, // Material's ambient component
// 1.0f,1.0f,1.0f, // Material's emissive component
// 1.0f,1.0f,1.0f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0f, // Material's specular component
// 0.0f,0.0f,0.0f, // Material's opacity
// 0.0f, // Material's Z dither value
// flash_fade_sweep->GetSweepAttribute());
// Register_Object(flash_fade_material);
//// dpl_INSTANCE *flash_morph_instance = dpl_GetDCSInstance(flash_morph->GetDCS(), 1);
// if (!flash_morph_instance)
// Fail("flash_morph_instance came back null\n");
// dpl_SetInstanceFrontMaterial(flash_morph_instance, flash_fade_material->GetMaterial());
// dpl_FlushInstance(flash_morph_instance);
// //------------------------------------------------
// // Renderables to handle the chunks and fireballs
// //------------------------------------------------
// OneShotDelayRenderable *fireball_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.25f); // How long to wait before raising the trigger
// Register_Object(fireball_delay);
// DPLEffectRenderable *chunks_effect =
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay->GetTriggerAttribute(), // address containing the trigger
// 3, // Chunks // DPL effect number to trigger
// local_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &null_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(chunks_effect);
// Point3D fireball_offset(1.0f, 5.0f, 1.0f);
// DPLEffectRenderable *fireball_effect =
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay->GetTriggerAttribute(), // address containing the trigger
// 15, // Fireball // DPL effect number to trigger
// local_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &fireball_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(fireball_effect);
// OneShotDelayRenderable *fireball_delay_2 =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.55f); // How long to wait before raising the trigger
// Register_Object(fireball_delay_2);
// Point3D fireball_offset_2(-1.0f, 5.0f, -1.0f);
// DPLEffectRenderable *fireball_effect_2 =
// new DPLEffectRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// fireball_delay_2->GetTriggerAttribute(), // address containing the trigger
// 15, // Fireball // DPL effect number to trigger
// local_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &fireball_offset_2); // Offset (or world coordinants if DCS is NULL)
// Register_Object(fireball_effect_2);
// //------------------------------------------------------
// // Renderables to handle the torso debris explode morph
// //------------------------------------------------------
// OneShotDelayRenderable *morph_debris_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.25f, // How long to wait before raising the trigger
// 4.25f); // Duration of trigger
// SweepRenderable *debris_morph_sweep =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 4.0f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// morph_debris_delay->GetTriggerAttribute(), // trigger variable
// 0.0f, // initial value of sweep
// 9.0f, // final value of sweep
// SweepRenderable::Y_SQR_X); // function to apply
// ChildMorphRenderable *debris_morph =
// new ChildMorphRenderable(
// entity, // Entity to attach the renderable to
// ChildMorphRenderable::Dynamic, // How/when to execute the renderable
// morph_debris_a, // destination
// morph_debris_b, // start object
// morph_debris_c, // end object
// debris_morph_sweep->GetSweepAttribute(), // pointer to control variable
// dpl_morph_vertices, // Defines type of morph to do
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// local_root->GetDCS()); // the parent DCS we will be offsetting from
// MakeDCSFall *debris_make_fall =
// new MakeDCSFall(
// entity, // Entity to attach the renderable to
// MakeDCSFall::Dynamic, // How/when to execute the renderable
// debris_morph->GetDCS(), // the DCS to control
// -9.81f, // Gravity in meters/sec squared
// morph_debris_delay->GetTriggerAttribute()); // true if the instance is on, false if off
// // Find the instance with the debris in it and hook up the instance switch
// dpl_INSTANCE *debris_morph_instance = dpl_GetDCSInstance(debris_morph->GetDCS(), 1);
// InstanceSwitchRenderable *debris_morph_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// debris_morph_instance, // the instance to control
// True, // Instance is on when trigger is...
// morph_debris_delay->GetTriggerAttribute());
// //-----------------------------------------------------
// // Renderables to handle the hips debris explode morph
// //-----------------------------------------------------
// ChildMorphRenderable *hips_morph =
// new ChildMorphRenderable(
// entity, // Entity to attach the renderable to
// ChildMorphRenderable::Dynamic, // How/when to execute the renderable
// morph_hips_a, // destination
// morph_hips_b, // start object
// morph_hips_c, // end object
// debris_morph_sweep->GetSweepAttribute(), // pointer to control variable
// dpl_morph_vertices, // Defines type of morph to do
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// local_root->GetDCS()); // the parent DCS we will be offsetting from
// MakeDCSFall *hips_make_fall =
// new MakeDCSFall(
// entity, // Entity to attach the renderable to
// MakeDCSFall::Dynamic, // How/when to execute the renderable
// hips_morph->GetDCS(), // the DCS to control
// -9.81f, // Gravity in meters/sec squared
// morph_debris_delay->GetTriggerAttribute()); // true if the instance is on, false if off
// // Find the instance with the debris in it and hook up the instance switch
// dpl_INSTANCE *hips_morph_instance = dpl_GetDCSInstance(hips_morph->GetDCS(), 1);
// InstanceSwitchRenderable *hips_morph_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// hips_morph_instance, // the instance to control
// True, // Instance is on when trigger is...
// morph_debris_delay->GetTriggerAttribute());
// //-----------------------------------------------
// // Renderables to handle static debris and fires
// //-----------------------------------------------
// OneShotDelayRenderable *static_debris_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.25f); // How long to wait before raising the trigger
// DPLStaticChildRenderable *mech_debris =
// new DPLStaticChildRenderable(
// entity,
// false,
// thor_debris_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// this_root->GetDCS());
// Register_Object(mech_debris);
// MakeDCSFall *mech_debris_fall =
// new MakeDCSFall(
// entity, // Entity to attach the renderable to
// MakeDCSFall::Dynamic, // How/when to execute the renderable
// mech_debris->GetDCS(), // the DCS to control
// -0.01f, // Gravity in meters/sec squared
// static_debris_delay->GetTriggerAttribute()); // true if the instance is on, false if off
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *mech_debris_instance = dpl_GetDCSInstance(mech_debris->GetDCS(), 1);
// InstanceSwitchRenderable *mech_debris_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// mech_debris_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
//
// DPLStaticChildRenderable *large_debris =
// new DPLStaticChildRenderable(
// entity,
// false,
// large_debris_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// mech_debris->GetDCS());
// Register_Object(large_debris);
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *large_debris_instance = dpl_GetDCSInstance(large_debris->GetDCS(), 1);
// InstanceSwitchRenderable *large_debris_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// large_debris_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
//
// DPLStaticChildRenderable *small_flames =
// new DPLStaticChildRenderable(
// entity,
// false,
// small_flames_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// mech_debris->GetDCS());
// Register_Object(small_flames);
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *small_flames_instance = dpl_GetDCSInstance(small_flames->GetDCS(), 1);
// InstanceSwitchRenderable *small_flames_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// small_flames_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
//
// DPLStaticChildRenderable *big_flames =
// new DPLStaticChildRenderable(
// entity,
// false,
// big_flames_object,
// dpl_isect_mode_obj,
// NULL,
// null_offset_matrix,
// mech_debris->GetDCS());
// Register_Object(big_flames);
// // Make big flames object billboard along y-axis
// dpl_SetDCSReorientAxes(big_flames->GetDCS(), dpl_reorient_axes_y);
// dpl_FlushDCS(big_flames->GetDCS());
// // Find the instance with the static_thr in it and hook up the instance switch
// dpl_INSTANCE *big_flames_instance = dpl_GetDCSInstance(big_flames->GetDCS(), 1);
// InstanceSwitchRenderable *big_flames_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// big_flames_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
// //-------------------------------------------------------------
// // Renderables to handle the rising smoke column (first shape)
// //-------------------------------------------------------------
//#if 1
// OneShotDelayRenderable *first_one_shot =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 0.0f); // How long to wait before raising the trigger
// Register_Object(first_one_shot);
// Point3D my_offset(0.0, 6.0, 0.0);
// #if DEBUG_LEVEL > 0
// DPLPSFXRenderable* this_effect =
// #endif
// new DPLPSFXRenderable(
// entity, // Entity to attach the renderable to
// DPLPSFXRenderable::Dynamic, // How/when to execute the renderable
// first_one_shot->GetTriggerAttribute(), // address containing the trigger
// myPSFXDescriptons[1], // pointer to the PFX description
// this_root->GetDCS(), // DCS the effect is relative to (may be NULL)
// &my_offset); // Offset (or world coordinants if DCS is NULL)
// Register_Object(this_effect);
//
//// the below code will be removed in favor of PFX effects once they are tested
//#else
//// OneShotDelayRenderable *smoke_1_morph_delay =
//// new OneShotDelayRenderable(
//// entity, // Entity to attach the renderable to
//// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
//// 0.25f); // How long to wait before raising the trigger
// SweepRenderable *smoke_1_sweep =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 40.0f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// static_debris_delay->GetTriggerAttribute(),
// 0.2f,
// 2.5f);
// ChildMorphRenderable *smoke_1_morph =
// new ChildMorphRenderable(
// entity, // Entity to attach the renderable to
// ChildMorphRenderable::Dynamic, // How/when to execute the renderable
// smoke_1_a, // destination
// smoke_b, // start object
// smoke_c, // end object
// smoke_1_sweep->GetSweepAttribute(), // pointer to control variable
// dpl_morph_vertices, // Defines type of morph to do
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS()); // the parent DCS we will be offsetting from
// // Find the instance with the flash in it and hook up the instance switch
// dpl_INSTANCE *smoke_1_instance = dpl_GetDCSInstance(smoke_1_morph->GetDCS(), 1);
// InstanceSwitchRenderable *smoke_1_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// smoke_1_instance, // the instance to control
// True, // Instance is on when trigger is...
// static_debris_delay->GetTriggerAttribute());
// //--------------------------------------------------------------
// // Renderables to handle the rising smoke column (second shape)
// //--------------------------------------------------------------
//#if 0
// OneShotDelayRenderable *smoke_2_morph_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 6.0f); // How long to wait before raising the trigger
// SweepRenderable *smoke_2_sweep =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 30.0f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// smoke_2_morph_delay->GetTriggerAttribute(),
// 0.1f,
// 1.0f);
// ChildMorphRenderable *smoke_2_morph =
// new ChildMorphRenderable(
// entity, // Entity to attach the renderable to
// ChildMorphRenderable::Dynamic, // How/when to execute the renderable
// smoke_2_a, // destination
// smoke_b, // start object
// smoke_c, // end object
// smoke_2_sweep->GetSweepAttribute(), // pointer to control variable
// dpl_morph_vertices, // Defines type of morph to do
// false, // DPL Zone this stuff will live in (for culling)
// dpl_isect_mode_obj, // type of intersections to do on this object
// NULL, // intersection mask for the object
// this_root->GetDCS()); // the parent DCS we will be offsetting from
// // Find the instance with the flash in it and hook up the instance switch
// dpl_INSTANCE *smoke_2_instance = dpl_GetDCSInstance(smoke_2_morph->GetDCS(), 1);
// InstanceSwitchRenderable *smoke_2_morph_instance_switch =
// new InstanceSwitchRenderable(
// entity, // Entity to attach the renderable to
// InstanceSwitchRenderable::Dynamic, // How/when to execute the renderable
// smoke_2_instance, // the instance to control
// True, // Instance is on when trigger is...
// smoke_2_morph_delay->GetTriggerAttribute());
//#endif
// //-------------------------------------------
// // Set dither Z on material for smoke column
// //-------------------------------------------
// dpl_MATERIAL *damage_material =
// dpl_LookupMaterial ("btfx:smoke1_mtl",
// dpl_lookup_normal,
// &status);
// if (damage_material == 0)
// {
// std::cout << "couldn't find material\n";
// }
// else
// {
// dpl_SetMaterialDitherZ(damage_material, 10.0f);
// dpl_FlushMaterial(damage_material);
// }
// //---------------------------------------------------
// // Create a material morph to fade smoke column away
// //---------------------------------------------------
// OneShotDelayRenderable *smoke_fade_delay =
// new OneShotDelayRenderable(
// entity, // Entity to attach the renderable to
// OneShotDelayRenderable::Dynamic, // How/when to execute the renderable
// 25.0f); // How long to wait before raising the trigger
// SweepRenderable *smoke_fade_sweep =
// new SweepRenderable(
// entity, // Entity to attach the renderable to
// SweepRenderable::Dynamic, // How/when to execute the renderable
// 18.5f, // How long to take to sweep from 0 to 1
// 1, // number of times to cycle before stopping
// smoke_fade_delay->GetTriggerAttribute()); // trigger variable
// Register_Object(smoke_fade_sweep);
// // Lookup texture for smoke column
// dpl_TEXTURE *smoke_texture =
// dpl_LookupTexture("btfx:smoke1_scr_tex", dpl_lookup_normal, &status);
// if (smoke_texture == NULL)
// DEBUG_STREAM<<"couldn't find texture btfx:smoke1_scr_tex for an effect\n" << std::flush;
// //
// MorphMaterialRenderable *smoke_fade_material =
// new MorphMaterialRenderable(
// entity, // Entity to attach the renderable to
// MorphMaterialRenderable::Dynamic, // How/when to execute the renderable
// 1.0f,1.0f,1.0f, // Material's ambient component
// 0.7f,0.4f,0.4f, // Material's emissive component
// 0.3714f,0.2899f,0.3714f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0f, // Material's specular component
// 0.7f,0.99f,0.0f, // Material's opacity
// smoke_texture, // Material's texture pointer
// 10.0f, // Material's Z dither value
// 3, // Material's Fog Imunity value
// 1.0f,1.0f,1.0f, // Material's ambient component
// 0.7f,0.4f,0.4f, // Material's emissive component
// 0.3714f,0.2899f,0.3714f, // Material's diffuse component
// 0.0f,0.0f,0.0f,0.0f, // Material's specular component
// 0.0f,0.99f,0.0f, // Material's opacity
// 10.0f, // Material's Z dither value
// smoke_fade_sweep->GetSweepAttribute());
// Register_Object(smoke_fade_material);
//// dpl_INSTANCE *smoke_1_instance = dpl_GetDCSInstance(smoke_1_morph->GetDCS(), 1);
// if (!smoke_1_instance)
// Fail("smoke_1_instance came back null\n");
// dpl_SetInstanceFrontMaterial(smoke_1_instance, smoke_fade_material->GetMaterial());
// dpl_FlushInstance(smoke_1_instance);
//#endif
// #else
// DEBUG_STREAM <<"Explosion effect 104 called, this is disabled and shouldn't be used!\n" << std::flush;
// #endif
// break;
// }
// default:
// {
// break;
// }
// }
}
//
//#############################################################################
// MakeEntityRenderables handles creating all the renderables necessary to
// display an object. This routine contains default behaviors for creating
// some types of simple objects. The idea is that if a higher level routine
// can't figure out how to make renderables for something this routine will be
// called and the default behavior will be used.
//#############################################################################
//
void
DPLRenderer::MakeEntityRenderables(
Entity *entity, // The entity we are dealing with
ResourceDescription *model_resource, // Pointer to the video resource
ViewFrom view_type) // Type of reference (inside/outside...etc.)
{
//STUBBED: DPL RB 1/14/07
char *object_filename;
#if DEBUG_LEVEL > 0
int object_count;
#endif
L4VideoObject *video_object;
L4VideoObjectWrapper *video_wrapper;
ChainOf<L4VideoObjectWrapper*> video_chain(NULL);
L4VideoObject::ResourceType resource_type;
// dpl_DCS *my_root_dcs;
Enumeration renderer_modes;
//
// Set the Entity_Being_Created global so the C language callback will
// be able to mark the geometry with damage zone values if necessary.
//
Entity_Being_Created = entity;
// my_root_dcs = NULL;
//
// convert video resource into chain of video objects and make an iterator
// for that chain
//
if (model_resource)
{
#if DEBUG_LEVEL > 0
object_count =
#endif
L4VideoObjectWrapper::BuildVideoObjectChainFromResource(&video_chain, model_resource);
}
ChainIteratorOf<L4VideoObjectWrapper*> video_iterator(video_chain);
//
// Switch to allow us to have scripts at this level for constructing certain
// types of video objects (whether or not they have a video resource)
//
switch (entity->GetClassID())
{
//
// Dropzones have no graphical appearance so we do nothing
//
case DropZoneClassID:
break;
//
// Player objects have no graphical appearance unless one is created
// at a higher (game specific) level, so we do nothing here.
//
case PlayerClassID:
break;
// this entity has no visual appearance
case AudioEntityClassID:
break;
//
// Cultural and landmark are the only ones with "destroyed" processing
// This is similar to the default case but does not allow us to be
// inside the entity, does not allow us to be a mover,
//
case CulturalIconClassID:
case LandmarkClassID:
{
dpl_INSTANCE *this_instance = NULL; // BT bring-up: the per-object instance
// assignments below are DPL-stubbed
// (commented out) -> initialise so the
// /RTC1 uninitialised-variable check does
// not fault when this_instance is passed
// to StateInstanceSwitchRenderable.
d3d_OBJECT *this_object;
dpl_ISECT_MODE intersect_mode;
HierarchicalDrawComponent *component = NULL;
uint32 intersect_mask;
LinearMatrix offset_matrix = LinearMatrix::Identity;
//dpl_DCS *root_DCS, *this_DCS;
//
// Make sure the object has a video resource
//
if (!model_resource)
{
VideoRenderer::MakeEntityRenderables(entity, model_resource, view_type);
Entity_Being_Created = NULL;
return;
}
// intersect_mode = dpl_isect_mode_geometry;
intersect_mask = INTERSECT_ALL;
Logical first_object = True;
video_iterator.First();
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
video_object = video_wrapper->GetVideoObject();
object_filename = video_object->GetObjectFilename();
resource_type = video_object->GetResourceType();
renderer_modes = video_object->GetRendererModes();
#if NOISY_RENDERER
Tell("L4VIDEO.cpp loading object " << object_filename);
Tell(" type " << resource_type);
Tell(" mode 0x" <<std::hex<<renderer_modes<<std::dec<< "." << std::endl);
#endif
if ((resource_type != L4VideoObject::Object) &&
(resource_type != L4VideoObject::Rubble))
{
DEBUG_STREAM << "L4VIDEO.cpp wrong video resource type for object "<<object_filename<<"\n" << std::flush;
continue; // next object
}
SET_VIDEO_LOAD_OBJECT();
// HACK !!! load the object as uncached so entity identification will work right
// this_object = dpl_LoadObject(object_filename, dpl_load_normal);
this_object = d3d_OBJECT::LoadObject(mDevice, object_filename);
CLEAR_VIDEO_LOAD_OBJECT();
if (this_object == NULL)
{
DEBUG_STREAM << "L4VIDEO.cpp couldn't load object "<<object_filename<<"\n" << std::flush;
if (!first_object)
{
continue; // next object
}
}
if (first_object)
{
first_object = False;
component = new RootRenderable(
entity, // Entity to attach the renderable to
RootRenderable::Static, // How/when to execute the renderable
this_object, // object to hang on the DCS, may be a list later <NULL>
false, // DPL Zone this stuff will live in (for culling)
intersect_mode, // type of intersections to do on this object
intersect_mask); // intersection mask for the object
//root_DCS = this_static_root->GetDCS();
//------------------------------------------------------
// if root object billboards (all others billboard too)
//------------------------------------------------------
//this_DCS = root_DCS;
// this_instance = this_static_root->GetInstance();
//
// Set my_root_dcs because we want this guy's hiearchy to be marked
// with his entity pointer
//
// my_root_dcs = root_DCS;
}
else
{
if (renderer_modes | L4VideoObject::BillboardObject)
{
//------------------------------------------
// attach additional object to separate DCS
// because it is billboarded
//------------------------------------------
component = new DPLStaticChildRenderable(
entity,
false,
this_object,
intersect_mode,
intersect_mask,
offset_matrix,
NULL);
// this_DCS = this_child->GetDCS();
// this_instance = this_child->GetInstance();
}
else
{
//----------------------------------------
// attach additional objects to root_DCS
// (HACK) temporary implementation (HACK)
//----------------------------------------
component = new DCSInstanceRenderable(
entity, // Entity to attach the renderable to
DCSInstanceRenderable::Static, // How/when to execute the renderable
this_object, // object to connect to the instance
NULL, // the DCS to add the instance to
intersect_mode, // type of intersections to do on this object
intersect_mask, // intersection mask for the object
True); // initial visibility setting
//this_DCS = NULL;
// this_instance = another_instance->GetInstance();
}
}
// add the new object to our renderables list
if (component)
mRenderables.Add(component);
component = NULL;
//
// Hook up the object to an instance switch renderable responsive to state
//
StateIndicator* simulation_state = (StateIndicator *)entity->GetAttributePointer("SimulationState");
switch(resource_type)
{
case L4VideoObject::Object:
{
component = new StateInstanceSwitchRenderable(
entity, // Entity to attach the renderable to
StateInstanceSwitchRenderable::Watcher, // How/when to execute the renderable
this_instance, // the instance to control
False, // true to turn on in this state, false for off
simulation_state, // State dial we use to control the on/off
CulturalIcon::BurningState); // State that we look for
break;
}
case L4VideoObject::Rubble:
{
component = new StateInstanceSwitchRenderable(
entity, // Entity to attach the renderable to
StateInstanceSwitchRenderable::Watcher, // How/when to execute the renderable
this_instance, // the instance to control
True, // true to turn on in this state, false for off
simulation_state, // State dial we use to control the on/off
CulturalIcon::BurningState); // State that we look for
break;
}
}
if (component)
mRenderables.Add(component);
//----------------------------------
// billboard object if so indicated
//----------------------------------
// if (this_DCS && (renderer_modes & L4VideoObject::BillboardObject))
// {
// int axes = dpl_reorient_axes_none;
// if (renderer_modes & L4VideoObject::BillboardXAxis)
// {
// axes |= dpl_reorient_axes_x;
// }
// if (renderer_modes & L4VideoObject::BillboardYAxis)
// {
// axes |= dpl_reorient_axes_y;
// }
// if (renderer_modes & L4VideoObject::BillboardZAxis)
// {
// axes |= dpl_reorient_axes_z;
// }
// dpl_SetDCSReorientAxes(this_DCS, (dpl_REORIENT_AXES)axes);
// dpl_FlushDCS(this_DCS);
// }
}
break;
}
//
// Case to handle rivets using the fast projectile code
//
case RivetClassID:
{
d3d_OBJECT
*this_object;
video_iterator.First();
video_wrapper = video_iterator.ReadAndNext();
Check(video_wrapper);
video_object = video_wrapper->GetVideoObject();
Check_Pointer(video_object);
object_filename = video_object->GetObjectFilename();
this_object = d3d_OBJECT::LoadObject(GetDevice(), object_filename);
#if DEBUG_LEVEL > 0
ProjectileRootRenderable *projectile =
#endif
new ProjectileRootRenderable(
entity, // Entity to attach the renderable to
ProjectileRootRenderable::Dynamic, // How/when to execute the renderable
this_object, // object to hang on the DCS, may be a list later <NULL>
false); // DPL Zone this stuff will live in (for culling)
Register_Object(projectile);
break;
}
//
// Script for generating renderables for eyecandy
//
case EyeCandyClassID:
{
int effect_number;
dpl_ISECT_MODE dpl_isect_mode_obj;
RootRenderable *this_root =
new RootRenderable(
entity, // Entity to attach the renderable to
RootRenderable::Dynamic, // How/when to execute the renderable
NULL, // object to hang on the DCS, may be a list later <NULL>
false, // DPL Zone this stuff will live in (for culling)
dpl_isect_mode_obj, // type of intersections to do on this object
NULL); // intersection mask for the object
Register_Object(this_root);
StateIndicator* simulation_state = (StateIndicator *)entity->GetAttributePointer("SimulationState");
video_iterator.First();
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
video_object = video_wrapper->GetVideoObject();
effect_number = atoi(video_object->GetObjectFilename());
#if DEBUG_LEVEL > 0
DPLSFXRenderable *this_effect =
#endif
new DPLSFXRenderable(
entity, // Entity to attach the effect to
false, // DPL zone everything will be in
Point3D::Identity, // Point offset from the parent DCS
this_root, // Parent DCS (can be NULL for world)
simulation_state, // Trigger effect when this state changes
EyeCandy::effectOn, // Trigger effect when in this state
effect_number, // Type of effect to trigger
.01); // Effect repeat speed.
Register_Object(this_effect);
}
break;
}
//
// Script for generating an explosion of type specified in the resource file
//
case ExplosionClassID:
{
DEBUG_STREAM << "Explosion Created in MakeEntityRenderables:" << std::endl << std::flush;
int effect_number;
video_iterator.First();
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
video_object = video_wrapper->GetVideoObject();
effect_number = atoi(video_object->GetObjectFilename());
DEBUG_STREAM << " ** effect_number = " << effect_number << std::endl << std::flush;
if(effect_number < 100 || effect_number >= 1000)
{
DEBUG_STREAM << " ** DPLIndependantEffect(["
<< entity->localOrigin.linearPosition.x
<< ", " << entity->localOrigin.linearPosition.y
<< ", " << entity->localOrigin.linearPosition.z << "], " << effect_number << ");" << std::endl << std::flush;
// Both effect-number ENCODINGS resolve to the same psfx slot:
// <100 = the raw dpl board number; >=1000 = the WinTesla-era
// "1000+slot" INDIE id carried by the damage-band resources
// (1002-1005 = ddam1-4 light..critical damage smoke, 1008 =
// ddam5 zone-destroyed -- the SAME [pfx_day] mapping). BT
// ships no INDIE descriptors (the version-2 specialfx pages
// don't exist), so all slots route to the BT .PFX layer, with
// the Explosion entity's ORIENTATION (the victim's frame) --
// the .PFX offsets/velocities are authored mech-local.
{
int pfx_slot = (effect_number >= 1000)
? effect_number - 1000 : effect_number;
extern void BTStartPfxFrame(int, float, float, float,
const float *, const float *, const float *);
float xr[3] = { (float)entity->localToWorld(0,0), (float)entity->localToWorld(0,1), (float)entity->localToWorld(0,2) };
float yr[3] = { (float)entity->localToWorld(1,0), (float)entity->localToWorld(1,1), (float)entity->localToWorld(1,2) };
float zr[3] = { (float)entity->localToWorld(2,0), (float)entity->localToWorld(2,1), (float)entity->localToWorld(2,2) };
BTStartPfxFrame(pfx_slot,
(float)entity->localOrigin.linearPosition.x,
(float)entity->localOrigin.linearPosition.y,
(float)entity->localOrigin.linearPosition.z,
xr, yr, zr);
}
}
else
{
DEBUG_STREAM << " ** ExplosionScripts(*entity*, RES["
<< model_resource->resourceID << " - " << model_resource->resourceName << "], "
<< "ViewFrom::" << (view_type == ViewFrom::insideEntity ? "insideEntity" : (view_type == ViewFrom::outsideEntity ? "outsideEntity" : "collisionEntity"))
<< ", " << (effect_number - 100) << ");" << std::endl << std::flush;
//
// Effect 104 = the death-WRECK script (1996 ExplosionScripts
// case 4: swap the victim to its <mech>dbr burning hulk),
// dispatched by the per-mech death ModelLists ('blhdead'...).
// RECONSTRUCTED in the BT renderer (SwapToWreck); the other
// script numbers remain stubbed with the rest of the layer.
//
if (effect_number == 104)
{
extern void BTSwapMechToWreck(Entity *victim);
BTSwapMechToWreck(((Explosion *)entity)->GetEntityHit());
}
else
ExplosionScripts(
entity, // The entity we are dealing with
model_resource, // Pointer to the video resource
view_type, // Type of reference (inside/outside...etc.)
effect_number - 100);
}
}
break;
}
case CameraDirectorClassID:
{
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Create the CameraDirector HUD Renderable if not a Replicant
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
if (entity->GetInstance() == CameraDirector::MasterInstance)
{
CameraDirector *camera_director = (CameraDirector*) entity;
Check_Pointer(camera_director);
int *player_index = &camera_director->goalPlayerIndex;
Check_Pointer(player_index);
Logical *display_rank_window = &camera_director->displayRankingWindow;
Check_Pointer(display_rank_window);
mCamShipHUD = new CameraShipHUDRenderable(entity, CameraShipHUDRenderable::Dynamic, player_index, display_rank_window);
}
break;
}
//
// Script for a drivable camera, the camera is invisible to other players
//
case CameraShipClassID:
{
if(view_type == insideEntity)
{
//
// Build an empty root renderable and an eye renderable
//
dpl_ISECT_MODE dpl_isect_mode_obj;
RootRenderable *this_root =
new RootRenderable(
entity, // Entity to attach the renderable to
RootRenderable::Dynamic, // How/when to execute the renderable
NULL, // object to hang on the DCS, may be a list later <NULL>
false, // DPL Zone this stuff will live in (for culling)
dpl_isect_mode_obj, // type of intersections to do on this object
NULL); // intersection mask for the object
Register_Object(this_root);
#if 0 //DEBUG_LEVEL > 0
DPLEyeRenderable* this_eye =
#endif
mCamera =
new DPLEyeRenderable(
entity,
LinearMatrix::Identity,
this_root,
NULL
);
Register_Object(this_eye);
}
break;
}
//
// Script for doorframe, so it can be used in any game
//
case DoorFrameClassID:
{
Verify( object_count == 6 );
//------------------------------------------------
// First video object is root shape for the door
// followed by left door shape, right door shape,
// door lights, left door lights, and right door
// lights.
//------------------------------------------------
d3d_OBJECT
*object,
*left,
*right,
*object_lights,
*left_lights,
*right_lights;
int object_number = 0;
video_iterator.First();
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
video_object = video_wrapper->GetVideoObject();
object_filename = video_object->GetObjectFilename();
#if NOISY_RENDERER
Tell("L4VIDEO.cpp loading door object "<<object_filename<<"\n");
#endif
switch (object_number)
{
case 0:
// object = dpl_LoadObject(object_filename, dpl_load_normal);
object = d3d_OBJECT::LoadObject(mDevice, object_filename);
break;
case 1:
// left = dpl_LoadObject(object_filename, dpl_load_normal);
left = d3d_OBJECT::LoadObject(mDevice, object_filename);
break;
case 2:
// right = dpl_LoadObject(object_filename, dpl_load_normal);
right = d3d_OBJECT::LoadObject(mDevice, object_filename);
break;
case 3:
// object_lights = dpl_LoadObject(object_filename, dpl_load_normal);
object_lights = d3d_OBJECT::LoadObject(mDevice, object_filename);
break;
case 4:
// left_lights = dpl_LoadObject(object_filename, dpl_load_normal);
left_lights = d3d_OBJECT::LoadObject(mDevice, object_filename);
break;
case 5:
// right_lights = dpl_LoadObject(object_filename, dpl_load_normal);
right_lights = d3d_OBJECT::LoadObject(mDevice, object_filename);
break;
default:
// ignore any additional objects
break;
}
++object_number;
}
//
// HACK Hard Coded Doorframes SubsystemArray access
//
Door *left_door_sub = (Door*) entity->GetSubsystem(0);
Point3D* left_door_position = &left_door_sub->currentPosition;
Door *right_door_sub = (Door*) entity->GetSubsystem(1);
Point3D* right_door_position = &right_door_sub->currentPosition;
dpl_ISECT_MODE dpl_isect_mode_obj;
RootRenderable *door_sill =
new RootRenderable(
entity, // Entity to attach the renderable to
RootRenderable::Static, // How/when to execute the renderable
object, // object to hang on the DCS, may be a list later <NULL>
false, // DPL Zone this stuff will live in (for culling)
dpl_isect_mode_obj, // type of intersections to do on this object
NULL); // intersection mask for the object
Register_Object(door_sill);
//
// Set my_root_dcs because we want this guy's hiearchy to be marked
// with his entity pointer
//
// my_root_dcs = door_sill->GetDCS();
LinearMatrix my_ident(True);
DPLChildPointRenderable* left_door =
new DPLChildPointRenderable(
entity,
false,
left,
dpl_isect_mode_obj,
NULL,
my_ident,
door_sill,
left_door_position);
Register_Object(left_door);
DPLChildPointRenderable* right_door =
new DPLChildPointRenderable(
entity,
false,
right,
dpl_isect_mode_obj,
NULL,
my_ident,
door_sill,
right_door_position);
Register_Object(right_door);
#if DEBUG_LEVEL > 0
DCSInstanceRenderable *door_sill_lights_instance =
#endif
new DCSInstanceRenderable(
entity, // Entity to attach the renderable to
DCSInstanceRenderable::Static, // How/when to execute the renderable
object_lights, // object to connect to the instance
door_sill, // the DCS to add the instance to
dpl_isect_mode_obj, // type of intersections to do on this object
NULL, // intersection mask for the object
True); // initial visibility setting
Register_Object(door_sill_lights_instance);
#if DEBUG_LEVEL > 0
DCSInstanceRenderable *left_door_lights_instance =
#endif
new DCSInstanceRenderable(
entity, // Entity to attach the renderable to
DCSInstanceRenderable::Static, // How/when to execute the renderable
left_lights, // object to connect to the instance
left_door, // the DCS to add the instance to
dpl_isect_mode_obj, // type of intersections to do on this object
NULL, // intersection mask for the object
True); // initial visibility setting
Register_Object(left_door_lights_instance);
#if DEBUG_LEVEL > 0
DCSInstanceRenderable *right_door_lights_instance =
#endif
new DCSInstanceRenderable(
entity, // Entity to attach the renderable to
DCSInstanceRenderable::Static, // How/when to execute the renderable
right_lights, // object to connect to the instance
right_door, // the DCS to add the instance to
dpl_isect_mode_obj, // type of intersections to do on this object
NULL, // intersection mask for the object
True); // initial visibility setting
Register_Object(right_door_lights_instance);
break;
}
//
// This is the script run on anything that isn't already listed above
//
default:
{
d3d_OBJECT *this_object;
dpl_ISECT_MODE intersect_mode;
uint32 intersect_mask;
LinearMatrix offset_matrix = LinearMatrix::Identity;
Component *component = NULL;
HierarchicalDrawComponent *rootCom = NULL;
HierarchicalDrawComponent *thisCom = NULL;
//
// First, establish that this level doesn't know what to do
// if the object has no video resource.
//
if (!model_resource)
{
VideoRenderer::MakeEntityRenderables(entity, model_resource, view_type);
Entity_Being_Created = NULL;
return;
}
//
// If we're inside the entity, set up the intersect mode and mask so we
// won't intersect ourselves with the pickpoint. Other items get full
// geometry intersection.
//
if (view_type == insideEntity)
{
// intersect_mode = dpl_isect_mode_obj;
intersect_mask = NULL;
}
else
{
// intersect_mode = dpl_isect_mode_geometry;
intersect_mask = INTERSECT_ALL;
}
Logical first_object = True;
video_iterator.First();
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
video_object = video_wrapper->GetVideoObject();
object_filename = video_object->GetObjectFilename();
resource_type = video_object->GetResourceType();
renderer_modes = video_object->GetRendererModes();
#if NOISY_RENDERER
Tell("L4VIDEO.cpp loading object " << object_filename);
Tell(" type " << resource_type);
Tell(" mode 0x" <<std::hex<<renderer_modes<<std::dec<< "." << std::endl);
#endif
if ((resource_type != L4VideoObject::Object) && (resource_type != L4VideoObject::Rubble))
{
DEBUG_STREAM << "L4VIDEO.cpp wrong video resource type for object "<<object_filename<<"\n" << std::flush;
continue; // next object
}
SET_VIDEO_LOAD_OBJECT();
this_object = d3d_OBJECT::LoadObject(mDevice, object_filename);
CLEAR_VIDEO_LOAD_OBJECT();
if (this_object == NULL)
{
DEBUG_STREAM << "L4VIDEO.cpp couldn't load object "<<object_filename<<"\n" << std::flush;
if (!first_object)
{
continue; // next object
}
}
if (first_object)
{
first_object = False;
//
// Determine if the entity is a mover or not, which tells us what type of
// renderable to use to construct it.
//
if (entity->IsDerivedFrom(*Mover::GetClassDerivations()))
{
//
// It's a mover, construct it with a dynamic root renderable so it can move
// also remember it's DCS so we can hook other shapes to it later.
//
SET_VIDEO_CONSTRUCT_ROOT();
rootCom = new RootRenderable(
entity, // Entity to attach the renderable to
RootRenderable::Dynamic, // How/when to execute the renderable
this_object, // object to hang on the DCS, may be a list later <NULL>
false, // DPL Zone this stuff will live in (for culling)
intersect_mode, // type of intersections to do on this object
intersect_mask); // intersection mask for the object
Register_Object(this_root);
CLEAR_VIDEO_CONSTRUCT_ROOT();
}
else
{
//
// It's a static, construct it with a static RootRenderable and
// remember it's DCS so we can hook other shapes to it later.
//
rootCom = new RootRenderable(
entity, // Entity to attach the renderable to
RootRenderable::Static, // How/when to execute the renderable
this_object, // object to hang on the DCS, may be a list later <NULL>
false, // DPL Zone this stuff will live in (for culling)
intersect_mode, // type of intersections to do on this object
intersect_mask); // intersection mask for the object
}
//
// Set my_root_dcs because we want this guy's hiearchy to be marked
// with his entity pointer
//
// my_root_dcs = root_DCS;
//
// If we are inside the entity, then we must build an eyepoint for it too.
// since there is no special construction, we build the eyepoint with a
// zero offset.
//
if (view_type == insideEntity)
{
EulerAngles *eyepoint_rotation = (EulerAngles *)entity->GetAttributePointer("EyepointRotation");
#if 0 //DEBUG_LEVEL > 0
DPLEyeRenderable *this_eye =
#endif
mCamera =
new DPLEyeRenderable(
entity,
LinearMatrix::Identity,
rootCom,
eyepoint_rotation);
Register_Object(this_eye);
}
//------------------------------------------------------
// if root object billboards (all others billboard too)
//------------------------------------------------------
// this_DCS = root_DCS;
}
else
{
if (renderer_modes & L4VideoObject::BillboardObject)
{
//------------------------------------------
// attach additional object to separate DCS
// because it is billboarded
//------------------------------------------
thisCom = new DPLStaticChildRenderable(
entity,
false,
this_object,
intersect_mode,
intersect_mask,
offset_matrix,
rootCom);
Register_Object(this_child);
// this_DCS = this_child->GetDCS();
}
else
{
//----------------------------------------
// attach additional objects to root_DCS
// (HACK) temporary implementation (HACK)
//----------------------------------------
thisCom = new DCSInstanceRenderable(
entity, // Entity to attach the renderable to
DCSInstanceRenderable::Static, // How/when to execute the renderable
this_object, // object to connect to the instance
rootCom, // the DCS to add the instance to
intersect_mode, // type of intersections to do on this object
intersect_mask, // intersection mask for the object
True); // initial visibility setting
Register_Object(another_instance);
// this_DCS = NULL;
}
}
//----------------------------------
// billboard object if so indicated
//----------------------------------
if (thisCom && (renderer_modes & L4VideoObject::BillboardObject))
{
// int axes = dpl_reorient_axes_none;
if (renderer_modes & L4VideoObject::BillboardXAxis)
{
// axes |= dpl_reorient_axes_x;
}
if (renderer_modes & L4VideoObject::BillboardYAxis)
{
// axes |= dpl_reorient_axes_y;
}
if (renderer_modes & L4VideoObject::BillboardZAxis)
{
// axes |= dpl_reorient_axes_z;
}
// dpl_SetDCSReorientAxes(this_DCS, (dpl_REORIENT_AXES)axes);
// dpl_FlushDCS(this_DCS);
}
//MOVED THIS TO ROOTRENDERABLE - Was this a hack?
//mRenderables.Add(component);
}
break;
}
}
//
// release the video chain memory
//
L4VideoObjectWrapper::DeleteVideoObjectChain(&video_chain);
//
// Clear the entity pointer passed to the callback system
//
Entity_Being_Created = NULL;
//
// If my_root_dcs is non-null, mark the entity's DCS hiearchy with it's
// entity pointer.
//
// if(my_root_dcs)
// {
// MarkDCSHiearchy(my_root_dcs,entity);
//#if 0
// if(entity->GetClassID() == DemolitionPackClassID)
// {
// Point3D temp_point(0.0,0.0,0.0);
// #if DEBUG_LEVEL > 0
// OnePSFXRenderable *this_effect=
// #endif
// new OnePSFXRenderable(
// entity, // Entity to attach the renderable to
// OnePSFXRenderable::Static, // How/when to execute the renderable
// myPSFXDescriptons[3], // name of file with the PFX description in it
// my_root_dcs, // DCS the effect is relative to (may be NULL)
// &temp_point); // Offset (or world coordinants if DCS is NULL)
// Register_Object(this_effect);
// }
//#endif
// }
Check_Fpu();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// This should be called prior to the rendering of a frame to setup the culling
// data the renderer keeps (mostly the world to eye transform)
//
void
DPLRenderer::SetupCull()
{
Entity
*linked_entity;
LinearMatrix
site_to_world,
world_to_site,
eye_rotation,
eye_inverted;
EntitySegment
*eyepoint_segment;
EulerAngles
*eyepoint_rotation;
//
// To test the functionality, this is not as efficient as it could be.
// when it gets fully patched into the renderer it will be improved.
//
// Figure out what type of entity this is.
//
linked_entity = GetLinkedEntity();
eyepoint_rotation = (EulerAngles*)linked_entity->GetAttributePointer("EyepointRotation");
if(linked_entity->IsDerivedFrom(*JointedMover::GetClassDerivations()))
{
JointedMover
*linked_jointed_mover;
linked_jointed_mover = Cast_Object(JointedMover*, linked_entity);
eyepoint_segment = linked_jointed_mover->GetSegment("siteeyepoint");
if(!eyepoint_segment)
{
Fail("DPLRenderer::SetupCull jointed mover had no siteeyepoint\n");
}
if(!eyepoint_rotation)
{
Fail("DPLRenderer::SetupCull jointed mover had no EyepointRotation attribute\n");
}
linked_jointed_mover->GetSegmentToWorld(*eyepoint_segment, &site_to_world);
if(eyepoint_rotation)
{
world_to_site.Invert(site_to_world);
eye_rotation = *eyepoint_rotation;
eye_inverted.Invert(eye_rotation);
worldToEyeMatrix.Multiply(world_to_site, eye_inverted);
}
else
{
worldToEyeMatrix.Invert(site_to_world);
}
}
else
{
site_to_world = linked_entity->localOrigin;
if(eyepoint_rotation)
{
world_to_site.Invert(site_to_world);
eye_rotation = *eyepoint_rotation;
eye_inverted.Invert(eye_rotation);
worldToEyeMatrix.Multiply(world_to_site, eye_inverted);
}
else
{
worldToEyeMatrix.Invert(site_to_world);
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void
DPLRenderer::ResetStatistics()
{
total_cull = 0;
total_draw = 0;
total_pixelplanes = 0;
total_frame_time = 0;
frame_count = 0;
target_frame_time = 56000;
target_frame_count= 0;
report_time = currentFrameTime + 60.0f;
}
void
DPLRenderer::ReportStatistics()
{
if(frame_count != 0)
{
std::cout<<"Frames "<<frame_count<<"\n";
std::cout<<((float)target_frame_count/(float)frame_count)*100.0f<<"% of the frames were under the target frame time\n";
std::cout<<"Average Cull "<<(unsigned long)((float)total_cull/(float)frame_count)<<"\n";
std::cout<<"Average Draw "<<(unsigned long)((float)total_draw/(float)frame_count)<<"\n";
std::cout<<"Average Pixel Planes "<<(unsigned long)((float)total_pixelplanes/(float)frame_count)<<"\n";
std::cout<<"Average Frame Time "<<(unsigned long)((float)total_frame_time/(float)frame_count)<<"\n";
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execute Method, performs the rendering of one frame
//
void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::InterestingEntityIterator* all_iterator)
{
Component *component;
HRESULT hr;
// timing variables
__int64 ticks = HiResNowTicks();
#ifdef LOGFRAMERATE
fputc(0, FRAMERATE_LOG);
fwrite(&ticks, sizeof(__int64), 1, FRAMERATE_LOG);
#endif
int currentAppState = application->GetApplicationState();
switch (currentAppState)
{
case Application::CreatingMission:
case Application::LoadingMission:
case Application::WaitingForLaunch:
//if (mLoadingScreenThread == NULL)
//{
// mLoadingScreenRunning = true;
// mLoadingScreenThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)ExecuteLoadScreenThread, this, 0, NULL);
//}
//hr = mDevice->TestCooperativeLevel();
//if (hr == D3DERR_DEVICELOST || hr == D3DERR_DEVICENOTRESET)
//{
// mPrimaryDeviceReseting = true;
// DEBUG_STREAM << this << " RESETTING DEVICE - WAITING FOR FRAME TO FINISH" << std::endl << std::flush;
// while (mRenderingLoadingFrame)
// {
// Sleep(100);
// }
// DEBUG_STREAM << this << " RESETTING DEVICE - DONE WAITING FOR FRAME TO FINISH" << std::endl << std::flush;
// int bbCount = mPresentParams.BackBufferCount;
// int bbWidth = mPresentParams.BackBufferWidth;
// int bbHeight = mPresentParams.BackBufferHeight;
// ParticleEngine::Destroy();
// V(mDevice->Reset(&mPresentParams));
// ParticleEngine::Initialize(mDevice);
// this->SetCoreRenderStates();
// mPresentParams.BackBufferCount = bbCount;
// mPresentParams.BackBufferWidth = bbWidth;
// mPresentParams.BackBufferHeight = bbHeight;
// mPrimaryDeviceReseting = false;
//}
ticks = HiResNowTicks();
#ifdef LOGFRAMERATE
fputc(1, FRAMERATE_LOG);
fwrite(&ticks, sizeof(__int64), 1, FRAMERATE_LOG);
#endif
return;
case Application::LaunchingMission:
case Application::RunningMission:
break;
}
if (lastAppState != currentAppState && currentAppState == Application::LaunchingMission)
{
this->mDevice->SetRenderState(D3DRS_LIGHTING, true);
this->mDevice->SetTransform(D3DTS_PROJECTION, &this->mProjectionMatrix);
this->mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, D3DCOLOR_ARGB(128, 255, 255, 255));
this->mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
}
lastAppState = currentAppState;
// BT (task #20): window-resize aspect fix, applied PER-FRAME on the render
// thread. (The WM_SIZE-time path can't reach the renderer: APPMGR.cpp:73
// reassigns the global `application` while iterating and leaves it NULL
// between frames, so l4_application is NULL at message-pump time.) The
// WndProc just records gWindowAspect; here the projection is rebuilt when
// it changes so the fixed-size backbuffer's stretch into the resized client
// area is cancelled.
{
static float appliedAspect = 0.0f;
if (gWindowAspect > 0.0f && gWindowAspect != appliedAspect
&& viewAngle > 0.0f && clipFar > clipNear)
{
appliedAspect = gWindowAspect;
D3DXMatrixPerspectiveFovRH(&mProjectionMatrix,
viewAngle * (PI / 180.0f), appliedAspect, clipNear, clipFar);
mDecalProjectionMatrix = mProjectionMatrix;
mDecalProjectionMatrix._33 -= mDecalEpsilon;
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
DEBUG_STREAM << "[resize] projection rebuilt (frame): aspect="
<< appliedAspect << "\n" << std::flush;
}
}
// before we execute everything we need to clear
// the render lists
memset(mRenderLists, 0, sizeof(mRenderLists));
// aim-ray feed (task #36): publish the live projection's per-axis scales +
// the BACKBUFFER size (= the dpl2d reticle frame -- the full-screen
// viewport the 2D layer draws in) so the game side can build the reticle
// pick ray / designator projection through the TRUE NDC. NOTE: do NOT
// poll GetViewport here -- at this point it still holds whatever viewport
// the PREVIOUS frame's last pass set (gauge/MFD passes shrink it), which
// made the pick ray flicker frame to frame.
{
extern void BTSetAimProjection(float p11, float p22, float vpW, float vpH);
BTSetAimProjection(mProjectionMatrix._11, mProjectionMatrix._22,
(float)GetWidth(), (float)GetHeight());
}
HierarchicalDrawComponent *drawComp;
SChainIteratorOf<HierarchicalDrawComponent*> iterator(&mRenderables);
while ((drawComp = iterator.ReadAndNext()) != NULL)
drawComp->Execute();
if (mReticle)
mReticle->Execute();
if (mCamShipHUD)
mCamShipHUD->Execute();
gNumBatches = 0;
{ extern int gBTNumCulled; gBTNumCulled = 0; }
static Time lastFrameTime = mTargetRenderTime;
Scalar dT = mTargetRenderTime - lastFrameTime;
lastFrameTime = mTargetRenderTime;
currentFrameTime = Now();
// DIAG (turn-hitch hunt): time the render phases -- draw CPU vs Present
// (GPU-queue block). Logged on slow frames + 1 Hz stats.
LARGE_INTEGER _rt0; QueryPerformanceCounter(&_rt0);
DWORD currentFog;
mDevice->GetRenderState(D3DRS_FOGCOLOR, &currentFog);
hr = mDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, currentFog, 1.0f, 0);
hr = mDevice->BeginScene();
mDevice->SetFVF(L4VERTEX_FVF);
D3DXMATRIX viewTransform;
mDevice->GetTransform(D3DTS_VIEW, &viewTransform);
{
static int dbgVP = 0;
if (dbgVP < 3)
{
D3DXMATRIX projNow;
mDevice->GetTransform(D3DTS_PROJECTION, &projNow);
DEBUG_STREAM << "[VP] VIEW row3=(" << viewTransform._41 << "," << viewTransform._42 << "," << viewTransform._43
<< ") VIEW._33=" << viewTransform._33
<< " | PROJ diag=(" << projNow._11 << "," << projNow._22 << "," << projNow._33 << "," << projNow._34
<< ") PROJ._43=" << projNow._43 << "\n" << std::flush;
++dbgVP;
}
}
// PORT (turn-hitch fix): publish this frame's view frustum so d3d_OBJECT::Draw
// can skip objects fully outside it. The 1995 code drew everything (the IG
// board clipped in hardware) -- ~2700 draw calls/frame = ~107ms CPU on D3D9;
// culling the off-screen set is the port's equivalent of that hardware stage.
// Gate: BT_CULL_FRUSTUM (default ON; =0 restores draw-everything).
{
static int s_fcull = -1;
if (s_fcull < 0)
{
const char *cv = getenv("BT_CULL_FRUSTUM");
s_fcull = (cv == 0 || *cv != '0') ? 1 : 0;
}
// GPU WARM-UP: managed-pool buffers/textures upload to the GPU on FIRST
// USE, so the first frame that reveals a previously-unculled object pays
// its upload right then (one big hitch on the first look around). Draw
// EVERYTHING for the first few frames so all uploads land during mission
// start, then cull normally.
static int s_warmup = 3;
if (s_warmup > 0)
{
--s_warmup;
d3d_OBJECT::SetCullFrustum(NULL);
}
else if (s_fcull)
{
// use the renderer's OWN main projection (mProjectionMatrix), not a
// GetTransform read-back -- the device state between frames can hold a
// pass-specific matrix (sky/decal/HUD), which made the frustum silently
// degenerate for whole stretches (nothing culled).
D3DXMATRIX viewProj;
D3DXMatrixMultiply(&viewProj, &viewTransform, &mProjectionMatrix);
d3d_OBJECT::SetCullFrustum(&viewProj);
}
else
d3d_OBJECT::SetCullFrustum(NULL);
// camera world position for LOD distance selection. Row-vector D3D view
// matrix (LookAt layout): the camera BASIS VECTORS ARE THE COLUMNS
// (xaxis = (_11,_21,_31) etc.) and row 4 = (-eye.x_axis, -eye.y_axis,
// -eye.z_axis), so eye = -(t.x*col1 + t.y*col2 + t.z*col3). (The first
// version used the ROWS as the basis -- a transposed rotation whose
// "position" varied with the camera ANGLE, making LOD bands pop in/out
// as the view rotated: structures AND the mech blinked with turns.)
// LOD EYEPOINT: prefer the GAME-FED viewpoint-entity position (BTSetLodEye
// from mech4 -- the authentic reference: the pod's eyepoint sat ON the
// mech, so turning never changed any LOD distance). Our chase camera
// ORBITS the mech +-40u as it turns, which swept objects near their band
// edges in and out ("scenery blinks with viewing angle", floor flicker at
// the arena fringe). Fall back to the camera extracted from the view
// matrix (eye = -t*colBasis) when the game never fed a position.
extern int gBTLodEyeValid;
if (!gBTLodEyeValid)
{
const float ex = -(viewTransform._41 * viewTransform._11 + viewTransform._42 * viewTransform._12 + viewTransform._43 * viewTransform._13);
const float ey = -(viewTransform._41 * viewTransform._21 + viewTransform._42 * viewTransform._22 + viewTransform._43 * viewTransform._23);
const float ez = -(viewTransform._41 * viewTransform._31 + viewTransform._42 * viewTransform._32 + viewTransform._43 * viewTransform._33);
d3d_OBJECT::SetCameraPosition(ex, ey, ez);
}
}
//
// Start with the opaque pass
//
//
// BACKFACE CULLING (task #20): the bring-up D3DCULL_NONE drew interior/back
// faces the original never rendered -- distant "dark wedge" shapes were the
// INSIDES of dune/butte meshes, and standing inside a crescent-ridge mound
// looked like being sealed in rock (the authentic renderer culls those, so
// you can see out). BT_CULL selects the mode: cw (default) / ccw / off.
//
{
static DWORD s_cull = 0;
if (s_cull == 0)
{
const char *cv = getenv("BT_CULL");
s_cull = (cv == NULL) ? D3DCULL_CW
: (cv[0]=='0' || cv[0]=='n' || cv[0]=='N') ? D3DCULL_NONE
: (cv[0]=='c' && cv[1]=='c') ? D3DCULL_CCW : D3DCULL_CW;
}
mDevice->SetRenderState(D3DRS_CULLMODE, s_cull);
}
//
// LIGHTING (task #20): the maps define their own directional lights (an INI
// light page parsed at map load into sceneLight[] -- SetLight/LightEnable at
// :3065) and the BGF loader computes smooth per-vertex normals (bgfload.cpp:
// 319-456), so the whole authentic pipeline already exists; the old bring-up
// line here force-disabled it. Lit whenever the map shipped lights (env
// BT_LIGHTING=0 falls back to flat); ambient floor keeps the shadow sides
// readable (BT_AMBIENT=<hex> to tune, default 0x404040).
//
{
static int s_lit = -1;
static int s_ambientOverride = 0;
static DWORD s_ambient = 0x00404040;
if (s_lit < 0)
{
const char *lv = getenv("BT_LIGHTING");
s_lit = (lv == 0 || *lv != '0') ? 1 : 0;
const char *av = getenv("BT_AMBIENT");
if (av != 0)
{
s_ambient = (DWORD)strtoul(av, NULL, 16);
s_ambientOverride = 1;
}
}
if (s_lit && sceneLightCount > 0)
{
mDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
// BT (task #20): re-assert the AUTHENTIC env ambient (mEnvAmbient, set
// by the map's INI 'ambient=' page -- e.g. des_day 0.45) each frame,
// NOT the bring-up gray floor. BT_AMBIENT=<hex> still overrides for tuning.
mDevice->SetRenderState(D3DRS_AMBIENT, s_ambientOverride ? s_ambient : mEnvAmbient);
mDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE); // animated joints scale
}
else
{
mDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
}
}
mDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&currentFogNear)));
mDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&currentFogFar)));
mDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
//
// (task #20 lighting) With lighting ON, take the lit material colors from the
// per-vertex diffuse (the BGF loader bakes the BMF material tint there) --
// no SetMaterial exists in this path and D3D's default material has a BLACK
// ambient (shadow sides would render pitch black).
//
{
const char *lv2 = getenv("BT_LIGHTING");
if ((lv2 == 0 || *lv2 != '0') && sceneLightCount > 0)
{
mDevice->SetRenderState(D3DRS_COLORVERTEX, TRUE);
mDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
mDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1);
}
else
{
mDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
}
}
mDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
d3d_OBJECT::ResetState(mDevice);
if (!l4_application->IsDead())
{
std::list<d3d_OBJECT*>::const_iterator iter;
for (iter = this->mConsolidatedStaticObjects.begin(); iter != this->mConsolidatedStaticObjects.end(); ++iter)
{
(*iter)->Draw(PASS_OPAQUE, &viewTransform, mTargetRenderTime);
}
}
// GROUND SHADOWS (task #49b): the classic decal order -- terrain (statics,
// above) -> shadow decals (here) -> dynamic opaque bodies (below). The
// shadow's depth-bias only has to beat the TERRAIN already in the z-buffer;
// the mech drawn AFTER simply z-passes over the shadow, so the bias can
// never paint the shadow over the feet. Drawn with pass id PASS_ALPHABLEND
// so DrawMesh's mIsShadow state-block branch (blend + bias + restore) runs
// unchanged.
for (d3d_OBJECT *obj = mRenderLists[PASS_SHADOW]; obj != NULL; obj = obj->GetNext(PASS_SHADOW))
obj->Draw(PASS_ALPHABLEND, &viewTransform, mTargetRenderTime);
for (d3d_OBJECT *obj = mRenderLists[PASS_OPAQUE]; obj != NULL; obj = obj->GetNext(PASS_OPAQUE))
obj->Draw(PASS_OPAQUE, &viewTransform, mTargetRenderTime);
//
// Next up is the decal pass
//
mDevice->SetTransform(D3DTS_PROJECTION, &mDecalProjectionMatrix);
if (!l4_application->IsDead())
{
std::list<d3d_OBJECT*>::const_iterator iter;
for (iter = this->mConsolidatedStaticObjects.begin(); iter != this->mConsolidatedStaticObjects.end(); ++iter)
{
(*iter)->Draw(PASS_DECAL, &viewTransform, mTargetRenderTime);
}
}
for (d3d_OBJECT *obj = mRenderLists[PASS_DECAL]; obj != NULL; obj = obj->GetNext(PASS_DECAL))
obj->Draw(PASS_DECAL, &viewTransform, mTargetRenderTime);
//
// The sphere pass
//
//Set it up so the fog won't affect spheres' colors so much- extend the near fog plane out
float fogModNear = currentFogFar;
float fogModFar = fogModNear + (currentFogFar - currentFogNear);
mDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&fogModNear)));
mDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&fogModFar)));
for (d3d_OBJECT *obj = mRenderLists[PASS_SPHERE]; obj != NULL; obj = obj->GetNext(PASS_SPHERE))
obj->Draw(PASS_SPHERE, &viewTransform, mTargetRenderTime);
//
// The sky pass
//
// BT (task #20): HORIZON SEAM fix. The sky is a FLAT plane at Y~110 spanning
// +/-6000 (not a dome). Reusing the world far=2100 projection TRUNCATES that
// plane a few degrees above the true horizon, and the gap below its rim shows
// the frame Clear = fog colour -> a hard lavender band. Also the old code
// extended sky fog to near*3/far*6, leaving the plane's rim near-unfogged
// (saturated blue edge above the band). FIX: (a) a sky-only projection with
// a far plane large enough for the plane to reach the horizon; (b) the SAME
// fog as the world so the descended rim hazes to the fog colour continuously.
// Both restored after the sky loop (the alpha-blend/particle passes MUST run
// under the world projection + world fog). BT_SKY_FAR=0 restores the old
// truncated behaviour for A/B.
static const int s_skyFar =
(getenv("BT_SKY_FAR") == 0 || getenv("BT_SKY_FAR")[0] != '0');
if (s_skyFar)
{
// world fog (no *3/*6): the sky plane's far edge fogs to the horizon colour.
mDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&currentFogNear)));
mDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&currentFogFar)));
D3DXMATRIX skyProj;
D3DXMatrixPerspectiveFovRH(&skyProj, viewAngle * (PI / 180.0f),
gWindowAspect > 0.0f ? gWindowAspect : (float)x_size / (float)y_size,
clipNear, 9000.0f);
mDevice->SetTransform(D3DTS_PROJECTION, &skyProj);
}
else
{
//Further extend the fog distance
fogModNear = currentFogNear * 3;
fogModFar = currentFogFar * 6;
mDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&fogModNear)));
mDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&fogModFar)));
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
}
// BT fix (task #20): the SKY is pre-shaded art and must draw FULLBRIGHT --
// with scene lighting enabled (the task-#20 lighting revival) the dome was
// being lit like world geometry: daylight on the sun side, black on the far
// side ("the sky is half day and half black"). Exempt the sky pass.
DWORD skySavedLighting = FALSE;
mDevice->GetRenderState(D3DRS_LIGHTING, &skySavedLighting);
mDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
// BT (task #20): SCREEN-toward-white combine for the sky (was MODULATE).
// The cloud art (bintA) is a GRAYSCALE intensity map; the sky's colour is the
// material tint (0.3,0.5,1.0) baked into the vertex diffuse. MODULATE (texel
// x tint) gave saturated NAVY with dark banding ("two-tone, nothing like
// clouds"). The original combined them as a SCREEN / lerp-to-white:
// screen(D,T) = T + D*(1-T) = lerp(D, white, T) -- bright cloud texels -> near
// white, dark -> the pale blue tint. One texture stage does it exactly:
// D3DTOP_LERP(Arg0=TEXTURE, Arg1=TFACTOR=white, Arg2=DIFFUSE) = T*1 + D*(1-T).
// Measured screen(0.3,0.5,1.0, 0.85)=(228,236,255) ~ original top (229,230,255).
// NOW DEFAULT OFF: the sky material (dsky_mtl) has its own 'sky' RAMP
// (0,0,0.6 -> 0.99,0.99,0.99) which the loader bakes into the sky texture and
// draws with a white vertex/material -- the authentic path with proper WHITES.
// The screen combine was the pre-ramp heuristic; BT_SKY_SCREEN=1 re-enables it.
static const int s_skyScreen =
(getenv("BT_SKY_SCREEN") != 0 && getenv("BT_SKY_SCREEN")[0] != '0');
DWORD skyOp = 0, skyA0 = 0, skyA1 = 0, skyA2 = 0, skyTF = 0;
if (s_skyScreen)
{
mDevice->GetTextureStageState(0, D3DTSS_COLOROP, &skyOp);
mDevice->GetTextureStageState(0, D3DTSS_COLORARG0, &skyA0);
mDevice->GetTextureStageState(0, D3DTSS_COLORARG1, &skyA1);
mDevice->GetTextureStageState(0, D3DTSS_COLORARG2, &skyA2);
mDevice->GetRenderState(D3DRS_TEXTUREFACTOR, &skyTF);
mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_LERP);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG0, D3DTA_TEXTURE);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
}
if (!l4_application->IsDead())
{
std::list<d3d_OBJECT*>::const_iterator iter;
for (iter = this->mConsolidatedStaticObjects.begin(); iter != this->mConsolidatedStaticObjects.end(); ++iter)
{
(*iter)->Draw(PASS_SKY, &viewTransform, mTargetRenderTime);
}
}
for (d3d_OBJECT *obj = mRenderLists[PASS_SKY]; obj != NULL; obj = obj->GetNext(PASS_SKY))
obj->Draw(PASS_SKY, &viewTransform, mTargetRenderTime);
if (s_skyScreen)
{
mDevice->SetTextureStageState(0, D3DTSS_COLOROP, skyOp);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG0, skyA0);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, skyA1);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG2, skyA2);
mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, skyTF);
}
mDevice->SetRenderState(D3DRS_LIGHTING, skySavedLighting); // restore for the world
// BT (task #20): RESTORE the world projection after the sky pass -- the
// alpha-blend (explosions/effects), particle, and reticle/HUD passes below
// MUST render under the world far=2100 projection, not the sky's far=9000.
if (s_skyFar)
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
//Reactivate fog
mDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&currentFogNear)));
mDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&currentFogFar)));
//
// Finally we do the alpha blend pass
//
mDevice->SetRenderState(D3DRS_ZWRITEENABLE,false);
mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
if (!l4_application->IsDead())
{
std::list<d3d_OBJECT*>::const_iterator iter;
for (iter = this->mConsolidatedStaticObjects.begin(); iter != this->mConsolidatedStaticObjects.end(); ++iter)
{
(*iter)->Draw(PASS_ALPHABLEND, &viewTransform, mTargetRenderTime);
}
}
for (d3d_OBJECT *obj = mRenderLists[PASS_ALPHABLEND]; obj != NULL; obj = obj->GetNext(PASS_ALPHABLEND))
obj->Draw(PASS_ALPHABLEND, &viewTransform, mTargetRenderTime);
// BT weapon beams (port addition): draw + age the queued muzzle->hit beams
// here in the alpha pass (world projection + view already set; Z-test on so a
// beam is occluded where it enters terrain). See BTDrawBeams above.
BTDrawBeams(mDevice, &viewTransform, (float)dT);
// BT .PFX particle effects (explosions / damage bands / mech death) -- the
// same pass as the beams: world proj+view set, Z-test on, additive quads.
{
extern void BTDrawPfx(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt);
BTDrawPfx(mDevice, &viewTransform, (float)dT);
}
// BT translocation spheres (task #52): the authentic POVTranslocateRenderable
// warp -- collapse onto the dying eye, throb black, then expand-reveal the reborn
// world. Drawn out-of-band here (as SKY, opaque) even while IsDead so the sphere
// survives the world mask it itself raises via BTSetWorldDead (below).
{
extern void BTDrawTranslocationSpheres(LPDIRECT3DDEVICE9 dev,
const D3DXMATRIX *view, float dt, Time frame_time);
BTDrawTranslocationSpheres(mDevice, &viewTransform, (float)dT, mTargetRenderTime);
}
// DIAG (off by default): BT_SHOT=<path> dumps this instance's backbuffer (the rendered
// WORLD, before the 2D HUD overlay) to a PNG once ~180 frames in, for non-disruptive
// per-instance frame capture without foregrounding the window. Each instance sets its
// own path. Built for the -net render glitch (task #53) but general.
{
const char *shotPath = getenv("BT_SHOT");
if (shotPath)
{
static int s_btShotN = 0;
++s_btShotN;
// dump (overwriting) every 90 frames once past 90, so the file always holds a
// recent frame regardless of load timing / debug fps.
if (s_btShotN >= 90 && (s_btShotN % 90) == 0)
{
IDirect3DSurface9 *bb = 0;
if (SUCCEEDED(mDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &bb)) && bb)
{
HRESULT hr = D3DXSaveSurfaceToFileA(shotPath, D3DXIFF_PNG, bb, 0, 0);
bb->Release();
DEBUG_STREAM << "[btshot] frame " << s_btShotN << " -> " << shotPath
<< " hr=0x" << std::hex << (unsigned)hr << std::dec << "\n" << std::flush;
}
else
DEBUG_STREAM << "[btshot] GetBackBuffer FAILED frame " << s_btShotN << "\n" << std::flush;
}
}
}
// The BT targeting reticle / weapon pips (2D screen space, cockpit view
// only -- the dpl2d layer; see game/reconstructed/dpl2d.cpp).
{
extern void BTDrawReticle(struct IDirect3DDevice9 *device);
BTDrawReticle(mDevice);
}
//
// And don't forget particles too
//
D3DXMATRIX ident;
mDevice->SetTransform(D3DTS_WORLD, D3DXMatrixIdentity(&ident));
if (!l4_application->IsDead())
{
ParticleEngine::RenderParticles(&viewTransform, dT);
for (int i=0; i<MAX_INDIE_EMITTERS; ++i)
myPSFXEmitters[i].Execute();
}
//
// Wrap it up by doing the 2D pass
//
mDevice->SetFVF(L4VERTEX_2D_FVF);
mDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
mDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
mDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
mDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
if (mReticle && !l4_application->IsDead())
mReticle->Render(0, &viewTransform);
if (mCamShipHUD)
mCamShipHUD->Render(0, &viewTransform);
// DEV-COMPOSITE: in DOCKED mode (BT_DEV_GAUGES_DOCK) blit the 6-surface gauge panel
// into this window as the LAST draw before EndScene (no-op otherwise / off pod).
extern void BTDrawGaugeInset(LPDIRECT3DDEVICE9 device);
BTDrawGaugeInset(mDevice);
hr = mDevice->EndScene();
// DEV-COMPOSITE: default mode -- render the 6 cockpit surfaces into a SEPARATE window
// (its own additional swap chain on this device) + present it, between the main
// EndScene and the main Present. No-op unless BT_DEV_GAUGES (and not docked mode).
extern void BTGaugeWindowRenderAndPresent(LPDIRECT3DDEVICE9 device);
BTGaugeWindowRenderAndPresent(mDevice);
// DIAG (turn-hitch hunt): draw CPU is _rt0..here; Present blocks on the GPU.
LARGE_INTEGER _rt1; QueryPerformanceCounter(&_rt1);
hr = mDevice->Present(NULL, NULL, NULL, NULL);
{
LARGE_INTEGER _rt2, _rf; QueryPerformanceCounter(&_rt2); QueryPerformanceFrequency(&_rf);
const double drawMs = (double)(_rt1.QuadPart - _rt0.QuadPart) * 1000.0 / (double)_rf.QuadPart;
const double presentMs = (double)(_rt2.QuadPart - _rt1.QuadPart) * 1000.0 / (double)_rf.QuadPart;
static double sAcc = 0.0, sMaxD = 0.0, sMaxP = 0.0; static int sFrames = 0;
sAcc += drawMs + presentMs; ++sFrames;
if (drawMs > sMaxD) sMaxD = drawMs;
if (presentMs > sMaxP) sMaxP = presentMs;
if (drawMs + presentMs > 150.0)
DEBUG_STREAM << "[rslow] draw=" << drawMs << "ms present=" << presentMs
<< "ms batches=" << gNumBatches << "\n" << std::flush;
if (sAcc >= 1000.0)
{
extern int gBTNumCulled;
DEBUG_STREAM << "[rstat] frames=" << sFrames << " avg=" << (sAcc / sFrames)
<< "ms maxDraw=" << sMaxD << " maxPresent=" << sMaxP
<< " batches=" << gNumBatches << " culled=" << gBTNumCulled << "\n" << std::flush;
sAcc = 0.0; sFrames = 0; sMaxD = 0.0; sMaxP = 0.0;
}
}
if (hr == D3DERR_DEVICELOST)
{
int bbCount = mPresentParams.BackBufferCount;
int bbWidth = mPresentParams.BackBufferWidth;
int bbHeight = mPresentParams.BackBufferHeight;
ParticleEngine::Destroy();
V(mDevice->Reset(&mPresentParams));
ParticleEngine::Initialize(mDevice);
this->SetCoreRenderStates();
mPresentParams.BackBufferCount = bbCount;
mPresentParams.BackBufferWidth = bbWidth;
mPresentParams.BackBufferHeight = bbHeight;
}
ticks = HiResNowTicks();
#ifdef LOGFRAMERATE
fputc(1, FRAMERATE_LOG);
fwrite(&ticks, sizeof(__int64), 1, FRAMERATE_LOG);
#endif
}
void DPLRenderer::ExecuteIdle()
{
HRESULT hr;
hr = mDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xFF000000, 1.0f, 0);
hr = mDevice->BeginScene();
hr = mDevice->EndScene();
if (mDevice->Present(NULL, NULL, NULL, NULL) == D3DERR_DEVICELOST)
{
int bbCount = mPresentParams.BackBufferCount;
int bbWidth = mPresentParams.BackBufferWidth;
int bbHeight = mPresentParams.BackBufferHeight;
ParticleEngine::Destroy();
V(mDevice->Reset(&mPresentParams));
ParticleEngine::Initialize(mDevice);
this->SetCoreRenderStates();
mPresentParams.BackBufferCount = bbCount;
mPresentParams.BackBufferWidth = bbWidth;
mPresentParams.BackBufferHeight = bbHeight;
}
}
//
//#############################################################################
// DPLDelayDCSFlush and DPLDoDCSBatchFlush queue up a list of DCS pointers
// for later std::flushing in one big batch.
//#############################################################################
//
void
DPLRenderer::DPLDelayDCSFlush(
dpl_DCS *my_dcs) // The DCS we want to remember for later
{
//
// Make sure the array hasn't become overfilled somehow and make
// sure the DCS is valid.
//
Verify(delayedDCSCount <= DELAY_DCS_FLUSH_ARRAY_SIZE);
Check_Pointer(my_dcs);
//
// If the array is full, std::flush it out to make space for this DCS
//
if(delayedDCSCount == DELAY_DCS_FLUSH_ARRAY_SIZE)
{
DPLDoDCSBatchFlush();
}
//
// Add the New DCS to the list
//
delayDCSFlushArray[delayedDCSCount++] = my_dcs;
}
void
DPLRenderer::DPLDoDCSBatchFlush() // Flush the dcs's remembered by DPLDelayDCSFlush
{
//STUBBED: DPL RB 1/14/07
//SET_VIDEO_BATCH_FLUSH();
////
//// Make sure the array hasn't become overfilled somehow
////
//Verify(delayedDCSCount <= DELAY_DCS_FLUSH_ARRAY_SIZE);
////
//// Flush the array and reset the counters that go with it
////
//if(delayedDCSCount != 0)
//{
// delayDCSFlushArray[delayedDCSCount] = NULL;
// dpl_FlushDCSArticulations(delayDCSFlushArray);
// delayedDCSCount = 0;
//}
//CLEAR_VIDEO_BATCH_FLUSH();
}
//
//#############################################################################
// DPLReportFreeMemory writes current free memory in graphics card to any
// output stream.
//#############################################################################
//
void
DPLRenderer::DPLReportFreeMemory(std::ostream &output)
{
//STUBBED: DPL RB 1/14/07
// output << "Free memory in card: " << dpl_FreeMemory() << " bytes." << std::endl;
return;
}
//
//#############################################################################
// DPLReportPerfStats writes performance statistics to std::cout (stdout).
//#############################################################################
//
void
DPLRenderer::DPLReportPerfStats(std::ostream &output)
{
//STUBBED: DPL RB 1/15/07
////-----------------------------------------------------
//// HACK - copied from camera.c must re-copy if changed
////
//// case '?':
//// printf ("sect time %d dcs 0x%x inst 0x%x\n",
//// __sect_time, sect_dcs, sect_inst );
////-----------------------------------------------------
//output << "sect time " << __sect_time <<
// " dcs and inst not available" << std::endl;
////------------------------------------------------------------
//// HACK - copied from dpl_vpx.c must re-copy if changed
////
//// void dpl_PerfStats(void)
//// printf ( "cull %d draw %d frame %d pxpl %d prims %d\n",
//// __last_cull_time,
//// __last_draw_time,
//// __last_frame_time,
//// __last_pxpl_time,
//// __last_frame_prims );
////------------------------------------------------------------
//output <<
// "cull " << __last_cull_time <<
// " draw " << __last_draw_time <<
// " frame " << __last_frame_time <<
// " pxpl " << __last_pxpl_time <<
// " prims " << __last_frame_prims <<
// std::endl;
//if(statistics_started)
//{
// ReportStatistics();
//}
//else
//{
// ResetStatistics();
// statistics_started = True;
//}
//return;
}
//
//#############################################################################
// DPLToggleWireframe toggles the state of dpl global wireframe.
//#############################################################################
//
void
DPLRenderer::DPLToggleWireframe()
{
//STUBBBED: DPL RB 1/14/07
//static Logical wireframe_on = 0;
//if ((wireframe_on ^= 1) != 0)
//{
// DEBUG_STREAM << "wireframe ON" << std::endl << std::flush;
// dpl_SetRenderProperty(dpl_render_prop_wireframe, dpl_render_value_on, NULL );
//}
//else
//{
// DEBUG_STREAM << "wireframe OFF" << std::endl << std::flush;
// dpl_SetRenderProperty(dpl_render_prop_wireframe, dpl_render_value_off, NULL );
//}
}
//
//#############################################################################
// DPLTogglePVision toggles the state of dpl "predator" vision.
//#############################################################################
//
void
DPLRenderer::DPLTogglePVision()
{
//STUBBED: DPL RB 1/14/07
//static Logical pvision_on = 0;
//dpl_EXPLOSION_EFFECT_INFO sfx_info;
//sfx_info.x = sfx_info.y = sfx_info.z = 0;
//if ((pvision_on ^= 1) != 0)
//{
// DEBUG_STREAM << "pvision ON" << std::endl << std::flush;
// sfx_info.type = -1;
//}
//else
//{
// DEBUG_STREAM << "pvision OFF" << std::endl << std::flush;
// sfx_info.type = -2;
//}
//dpl_Effect(dpl_effect_type_explosion, NULL, &sfx_info);
//return;
}
//
//#############################################################################
// DPLFrameDump writes screen image to targa file.
//#############################################################################
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// oneD_filter() antialiased framegrab support
void
oneD_filter(
uint32 *linebuffer,
unsigned short *rframe,
unsigned short *gframe,
unsigned short *bframe,
int32 y,
int32 x_size
)
{
int32
pos,
i,
r, g, b;
unsigned char
*clinebuf = (unsigned char *)linebuffer;
pos = y * x_size;
for (i=0; i<x_size; ++i)
{
r = rframe[pos];
g = gframe[pos];
b = bframe[pos];
++pos;
*clinebuf++ = (unsigned char)((r >> 8) & 0xff);
*clinebuf++ = (unsigned char)((g >> 8) & 0xff);
*clinebuf++ = (unsigned char)((b >> 8) & 0xff);
}
return;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// dump_frame_buffer()
void
dump_frame_buffer(
dpl_VIEW *eye,
int32 x_size,
int32 y_size,
Logical antialias
)
{
//STUBBED: DPL RB 1/14/07
////do not check eye here
////----------------------------------------
//// control variable and operating buffers
////----------------------------------------
//static uint32
// dumped_frames = 0,
// *line_buffer = NULL;
//static unsigned short
// *rframebuffer = NULL,
// *gframebuffer = NULL,
// *bframebuffer = NULL;
//if (eye == NULL)
//{
// //--------------------------
// // release allocated memory
// //--------------------------
// if (line_buffer)
// {
// Unregister_Pointer(line_buffer);
// delete line_buffer;
// }
// if (rframebuffer)
// {
// Unregister_Pointer(rframebuffer);
// delete rframebuffer;
// }
// if (gframebuffer)
// {
// Unregister_Pointer(gframebuffer);
// delete gframebuffer;
// }
// if (bframebuffer)
// {
// Unregister_Pointer(bframebuffer);
// delete bframebuffer;
// }
// return;
//}
//Check_Pointer(eye);
////-----------------------------------------------------------------
//// AA kernel definition:
////
//// normalized screen coordinates are -1.0 .. +1.0
//// these map (in NTSC) to 705 and 512.
//// So a pixel in x is
//// 2.0 / 704 = 2.841e-3
//// in y = 3.906e-3
//// for the re-use 5-sample kernel we displace by 0.5 pixels ...
////-----------------------------------------------------------------
//static const int32 kernel_size = 4;
//static const float xk = 2.0f / x_size;
//static const float yk = 2.0f / y_size;
//static const float ox = xk / 4.0f;
//static const float oy = yk / 4.0f;
//static const float jx = 0.0f; // ox / 4.0f
//static const float jy = 0.0f; // oy / 4.0f
//static const float x_kernel[4] = { -(ox+jx), ox-jx, jx-ox, jx+ox };
//static const float y_kernel[4] = { oy-jy, oy+jy, -(jy+oy), jy-oy };
//static const int kernel_weights[4] = { 64, 64, 64, 64 };
////---------------------
//// operating variables
////---------------------
//int32 passes = (antialias)?kernel_size:1;
//int32 size = x_size * y_size;
//int32 frameptr;
//int32 i, x, y;
//DEBUG_STREAM << "Dump frame buffer (antialias=" <<
// ((antialias)?"True":"False") << ") - press Esc to cancel." << std::endl;
////----------------------------
//// allocate operating buffers
////----------------------------
//if (line_buffer == NULL)
//{
// //-----------------------------------------------------------------------
// // NOTE - must call dump_frame_buffer(NULL, NULL, NULL, NULL) to release
// //-----------------------------------------------------------------------
// line_buffer = new uint32[1024];
// Register_Pointer(line_buffer);
// rframebuffer = new unsigned short[size];
// Register_Pointer(rframebuffer);
// gframebuffer = new unsigned short[size];
// Register_Pointer(gframebuffer);
// bframebuffer = new unsigned short[size];
// Register_Pointer(bframebuffer);
//}
////------------------------------
//// clear out r g b framebuffers
////------------------------------
//frameptr = 0;
//for (i=0; i<size; ++i)
//{
// rframebuffer[frameptr] = 0x0;
// gframebuffer[frameptr] = 0x0;
// bframebuffer[frameptr] = 0x0;
// ++frameptr;
//}
//dpl_RedrawScene();
//dpl_RedrawScene();
////--------------------------------
//// perform AA framecapture passes
////--------------------------------
//int this_weight;
//float32 x0, y0, x1, y1, zeye;
//for (i=0; i<passes; ++i)
//{
// DEBUG_STREAM << " pass " << (i+1) << " of " << passes << " " << std::flush;
// //------------
// // jitter eye
// //------------
// dpl_GetViewProjection(eye, &x0, &y0, &x1, &y1, &zeye);
// dpl_SetViewProjection(eye,
// x0 + x_kernel[i],
// y0 + y_kernel[i],
// x1 + x_kernel[i],
// y1 + y_kernel[i], zeye);
// dpl_FlushView(eye);
// //--------------
// // redraw frame
// //--------------
// dpl_RedrawScene();
// dpl_RedrawScene();
// //--------------------
// // capture accumulate
// //--------------------
// this_weight = kernel_weights[i];
// frameptr = 0;
// for (y=0; y<y_size; ++y )
// {
// unsigned char *linep = (unsigned char *)&line_buffer[0];
// //------------------------------
// // Esc key cancelles frame dump
// //------------------------------
// if (kbhit())
// {
// if (getch() == 27)
// {
// DEBUG_STREAM << std::endl << "cancelled." << std::endl << std::flush;
// return;
// }
// }
// if ((y & 15) == 0)
// { DEBUG_STREAM << "." << std::flush; }
// dpl_ReadFrameStore(eye, (uint32 *)linep, 0, y, x_size, 1);
// for (x=0; x<x_size; ++x)
// {
// rframebuffer[frameptr] += (unsigned short)(linep[2] * this_weight);
// gframebuffer[frameptr] += (unsigned short)(linep[1] * this_weight);
// bframebuffer[frameptr] += (unsigned short)(linep[0] * this_weight);
// ++frameptr;
// linep += 4;
// }
// }
// DEBUG_STREAM << std::endl << std::flush;
//}
////----------------------------------
//// write frame buffer to targa file
////----------------------------------
//FILE *fp;
//char fname[64];
//unsigned char tga_hdr[18];
//sprintf(fname, "dump%d.tga", dumped_frames);
//tga_hdr[0] = 0x00;
//tga_hdr[1] = 0x00;
//tga_hdr[2] = 0x02;
//tga_hdr[3] = 0x00;
//tga_hdr[4] = 0x00;
//tga_hdr[5] = 0x00;
//tga_hdr[6] = 0x00;
//tga_hdr[7] = 0x00;
//tga_hdr[8] = 0x00;
//tga_hdr[9] = 0x00;
//tga_hdr[10] = 0x00;
//tga_hdr[11] = 0x00;
//tga_hdr[12] = (unsigned char)(x_size & 0xff);
//tga_hdr[13] = (unsigned char)((x_size >> 8) & 0xff);
//tga_hdr[14] = (unsigned char)(y_size & 0xff);
//tga_hdr[15] = (unsigned char)((y_size >> 8) & 0xff);
//tga_hdr[16] = 0x18;
//tga_hdr[17] = 0x00;
//DEBUG_STREAM << "Writing image to file '" << fname << "' . . . " << std::flush;
//fp = fopen(fname, "wb");
//fwrite(tga_hdr, 18, 1, fp);
//for (y=0; y<y_size; ++y )
//{
// oneD_filter(line_buffer,
// rframebuffer,
// gframebuffer,
// bframebuffer,
// (y_size-1) - y,
// x_size);
// fwrite(line_buffer, x_size*3, 1, fp);
//}
//fclose(fp);
//DEBUG_STREAM << "done." << std::endl << std::flush;
//++dumped_frames; // increment for next frame dump
//return;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// DPLRenderer::DPLFrameDump()
void
DPLRenderer::DPLFrameDump(Logical antialias)
{
//STUBBED: DPL RB 1/15/07
//dump_frame_buffer(dplMainView, x_size, y_size, antialias);
//return;
}
//
//#############################################################################
// DPLIndependantPFX lets you start up an effect in absolute space that is
// run to termination automatically by the renderer.
//#############################################################################
//
void
DPLRenderer::DPLIndependantPFX(
Point3D location, // Location in space to trigger the effect
dpl_PARTICLESTART_EFFECT_INFO *psfx_definition, // Description of the pfx
dpl_DCS *my_DCS, // Optional DCS to link to
int subid) // inserted into third byte of effect id.
{
//STUBBED: DPL RB 1/14/07
// we put our id into the lower 16 bits because (at least) the upper 8 bits are flags
// HACK...for testing pfx bug
//dpl_PARTICLESTART_EFFECT_INFO tempParticle;
//tempParticle = *psfx_definition;
//tempParticle.identifier = (psfx_definition->identifier & 0xffff0000) | GetUniqueID() | ((subid << 16) & 0x00ff0000);
//tempParticle.px = location.x;
//tempParticle.py = location.y;
//tempParticle.pz = location.z;
//dpl_Effect(dpl_effect_type_particlestart, my_DCS, &tempParticle);
// std::cout<<"psfx identifier used was "<<tempParticle.identifier<<"\n";
}
//
//#############################################################################
// DPLIndependantEffect lets you start up an effect in absolute space that is
// run to termination automatically by the renderer.
//#############################################################################
//
void
DPLRenderer::DPLIndependantEffect(
Point3D location,
int effect_number,
dpl_DCS *my_DCS, // Optional DCS to link to
int subid)
{
//STUBBED: DPL RB 1/14/07
if(effect_number >= 1000)
{
effect_number -= 1000;
if(effect_number < 0 || effect_number > MAX_PSFX_COUNT-1)
{
Fail("PSFX id number was not in the allowed range");
}
// DPLIndependantPFX(location,myPSFXDescriptons[effect_number],my_DCS,subid);
// find a free emitter
ParticleEmitter *emitter = NULL;
for (int i=0; i<MAX_INDIE_EMITTERS; ++i)
{
if (!myPSFXEmitters[i].IsActive())
{
emitter = &myPSFXEmitters[i];
break;
}
}
if (emitter != NULL)
{
emitter->SetEffect(&myPSFXDescriptons[effect_number]);
emitter->SetPosition(location.x, location.y, location.z);
emitter->Start();
}
return;
}
//
// Board effect numbers (<100) -- the 1995 dpl explosion/damage effects.
// RECONSTRUCTED: routed to the BT .PFX particle layer (the [pfx_day]/
// [pfx_night] psfxN mapping loads each number's authentic .PFX definition;
// see the layer banner at the top of this file). This is what makes every
// weapon-hit / damage-band / mech-death explosion actually VISIBLE -- the
// original dpl_Effect(dpl_effect_type_explosion, ...) below was IG-board
// hardware and was never ported.
//
{
extern void BTStartPfx(int effect_number, float x, float y, float z);
BTStartPfx(effect_number, location.x, location.y, location.z);
}
//dpl_EXPLOSION_EFFECT_INFO my_explosion;
//my_explosion.type = effect_number;
//my_explosion.x = location.x;
//my_explosion.y = location.y;
//my_explosion.z = location.z;
//dpl_Effect ( dpl_effect_type_explosion, my_DCS, &my_explosion );
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void DPLRenderer::SetViewAngle(Degree new_angle)
{
//STUBBED: DPL RB 1/14/07
//Check(this);
////
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//// Convert From Degree To Radian
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
////
//Radian view_angle;
//view_angle = new_angle;
//viewAngle = view_angle;
//viewRatio = tan(viewAngle/2.0f);
////
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//// Calc Aspect Ratio and Set View Projection
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
////
//aspectRatio = (float) y_size / (float) x_size;
//dpl_SetViewProjection ( dplMainView, -1.0f, -aspectRatio, 1.0f, aspectRatio, 1.0f/viewRatio);
//dpl_FlushView(dplMainView);
}
//
//#############################################################################
// Startup the implementation of the Division video renderer
//#############################################################################
//
void
DPLRenderer::LoadMissionImplementation(Mission *mission)
{
Check(this);
Tell("DPLVideoRenderer::StartImplementation has been called\n");
DPLReadEnvironment(mission);
LoadNameBitmaps();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// BT (task #20): window-resize aspect fix. gWindowAspect (defined at the top
// of this file) holds the live client aspect; D3D9 stretches the fixed-size
// backbuffer into the client area, so rendering with the CLIENT aspect cancels
// the stretch.
//
void L4NotifyWindowResized(int client_w, int client_h)
{
if (client_w <= 0 || client_h <= 0)
return;
gWindowAspect = (float)client_w / (float)client_h;
DEBUG_STREAM << "[resize] client " << client_w << "x" << client_h
<< " aspect=" << gWindowAspect
<< " app=" << (void *)l4_application << "\n" << std::flush;
if (l4_application != NULL)
{
DPLRenderer *renderer = l4_application->GetVideoRenderer();
if (renderer != NULL)
renderer->UpdateWindowAspect(client_w, client_h);
}
}
void
DPLRenderer::UpdateWindowAspect(int client_w, int client_h)
{
if (client_w <= 0 || client_h <= 0)
return;
gWindowAspect = (float)client_w / (float)client_h;
if (viewAngle <= 0.0f || clipFar <= clipNear)
{
DEBUG_STREAM << "[resize] projection not built yet (viewAngle="
<< viewAngle << ")\n" << std::flush;
return; // projection not built yet; the builder below picks it up
}
D3DXMatrixPerspectiveFovRH(&mProjectionMatrix, viewAngle * (PI / 180.0f),
gWindowAspect, clipNear, clipFar);
mDecalProjectionMatrix = mProjectionMatrix;
mDecalProjectionMatrix._33 -= mDecalEpsilon;
if (mDevice != NULL)
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
DEBUG_STREAM << "[resize] projection rebuilt: fov=" << viewAngle
<< " aspect=" << gWindowAspect << " _11=" << mProjectionMatrix._11
<< " _22=" << mProjectionMatrix._22 << "\n" << std::flush;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// DEBUG(bring-up): install a valid projection + lighting so loaded geometry is
// visible even when the full DPLReadEnvironment path has not been wired (BT).
//
void
DPLRenderer::EnsureValidProjection()
{
//
// BT (task #20): this was a bring-up SAFETY NET for when the real DPL
// environment (BTDPL.INI via DPLReadEnvironment) had not yet been wired --
// it forced near/far=0.25/1300, KILLED fog, and set WHITE ambient, which
// clobbered the authentic clip range (2100), the haze fog (600/2050), and
// the map ambient (0.45). DPLReadEnvironment now runs and sets all of those
// from the map's INI page, so honour them: only fall back to fixed values
// when the env genuinely failed to produce a valid projection.
//
if (viewAngle > 0.0f && clipFar > clipNear)
{
// Env is valid -- just (re)assert the env-built projection on the device.
// Do NOT touch fog or ambient (the env set the authentic values).
if (mDevice != NULL)
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
DEBUG_STREAM << "[VP] env projection honoured: fov=" << viewAngle
<< " near=" << clipNear << " far=" << clipFar
<< " fog=" << currentFogNear << ".." << currentFogFar << "\n" << std::flush;
return;
}
// ---- FALLBACK: env did not set a projection (should not happen with the
// catch-all branch in BTDPL.INI, but keeps the mech visible if it does).
viewAngle = 60.0f;
clipNear = 0.25f;
clipFar = 1300.0f;
viewRatio = (float)tan(viewAngle * 0.5f * (PI / 180.0f));
D3DXMatrixIdentity(&mProjectionMatrix);
D3DXMatrixPerspectiveFovRH(&mProjectionMatrix, viewAngle * (PI / 180.0f),
gWindowAspect > 0.0f ? gWindowAspect : (float)x_size / (float)y_size,
clipNear, clipFar);
mDecalEpsilon = 0.0000005f;
mDecalProjectionMatrix = mProjectionMatrix;
mDecalProjectionMatrix._33 -= mDecalEpsilon;
// push fog far away so the mech is not fogged to the background colour
fogNear = currentFogNear = 1.0e9f;
fogFar = currentFogFar = 1.0e9f;
if (mDevice != NULL)
{
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
mDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
mDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(255, 255, 255));
}
DEBUG_STREAM << "[VP] EnsureValidProjection FALLBACK (env failed): RH fov="
<< viewAngle << " near=" << clipNear << " far=" << clipFar << "\n" << std::flush;
}
//##############################################################################
// Name Bitmap Support
//
void DPLRenderer::SortAndReloadNameBitmaps()
{
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Get the Entity Group of Players
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EntityGroup *player_group = application->GetEntityManager()->FindGroup("Players");
ChainIteratorOf<Node*> player_iterator(player_group->groupMembers);
Player *current_player;
while ((current_player = (Player*)player_iterator.ReadAndNext()) != NULL)
{
BitMap *name_bitmap = application->GetCurrentMission()->GetLargeNameBitmap(current_player->playerBitmapIndex);
if (name_bitmap && current_player->IsScoringPlayer())
{
int index = current_player->playerRanking + 1;
if (mNameTextures[index])
mNameTextures[index]->Release();
mDevice->CreateTexture(128, 32, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &mNameTextures[index], NULL);
LoadBitSliceTexture(name_bitmap, mNameTextures[index]);
}
}
LoadOrdinalBitmaps();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void DPLRenderer::LoadOrdinalBitmaps()
{
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Check if we have a Director on this machine,
// if so, create load the ordinal Bitmaps only
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
//
if (application->GetMissionPlayer()->GetInstance() == CameraDirector::MasterInstance &&
application->GetMissionPlayer()->IsDerivedFrom(*CameraDirector::GetClassDerivations()))
{
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Make Sure index is in the right place
// in case < 8 players!!!!
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int index = 0;
for(int ii=1; ii<5; ++ii)
{
//
//~~~~~~~~~~~~~~~~~~
// Index Starts at 1
//~~~~~~~~~~~~~~~~~~
//
BitMap *ordinal_bitmap = application->GetCurrentMission()->GetOrdinalBitmap(ii);
if (mOrdinalTextures[index])
mOrdinalTextures[index]->Release();
mDevice->CreateTexture(128, 32, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &mOrdinalTextures[index], NULL);
LoadBitSliceTexture(ordinal_bitmap, mOrdinalTextures[index]);
++index;
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
unsigned int*
DPLRenderer::MakeBitSliceStorage()
{
Check(this);
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Allocate some temporary memory
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
uint32 *worst_case_texels = new uint32[128*64];
if(!worst_case_texels)
{
Fail("Could not allocate RAM for worst case texels\n");
}
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Zero Out Memory so Empty Texture space is Black
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
for(int ii=0;ii<8192;++ii)
{
worst_case_texels[ii] = 0;
}
return worst_case_texels;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void DPLRenderer::LoadNameBitmaps()
{
int player_count = application->GetCurrentMission()->GetPlayerCount();
for (int ii=0; ii<player_count; ++ii)
{
BitMap *name_bitmap = application->GetCurrentMission()->GetLargeNameBitmap(ii + 1);
if (name_bitmap)
{
if (mNameTextures[ii])
mNameTextures[ii]->Release();
HRESULT hr;
V(mDevice->CreateTexture(128, 32, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &mNameTextures[ii], NULL));
LoadBitSliceTexture(name_bitmap, mNameTextures[ii]);
}
}
LoadOrdinalBitmaps();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
DPLRenderer::ShutdownImplementation()
{
//STUBBED: DPL RB 1/14/07
// Tell("DPLVideoRenderer::StopImplementation has been called\n");
// dpl_EnableSyncOnCreate();
// SChainIteratorOf<InnerProjectileRenderable*> projectile_iterator(&projectile_list);
// TreeIteratorOf<DPLObjectCacheLine*, CString> cache_iterator(&dplObjectCacheSocket);
//#if defined(LAB_ONLY)
// std::cout<<"max projectiles "<<projectile_iterator.GetSize()<<"\n";
// std::cout<<"max cached objects "<<cache_iterator.GetSize()<<"\n";
//#endif
//// std::cout<<"DPL renderer has "<<dpl_FreeMemory()<<" free\n";
}
void
DPLRenderer::SuspendImplementation()
{
Tell("DPLVideoRenderer::SuspendImplementation has been called\n");
}
void
DPLRenderer::ResumeImplementation()
{
Tell("DPLVideoRenderer::ResumeImplementation has been called\n");
}
//-----------------------------------------------------------------------------
//--------------------------Id's for psfx effects---------------------------------
//-----------------------------------------------------------------------------
int
DPLRenderer::GetUniqueID()
{
myUniqueID = (myUniqueID + 1) & 0x0000ffff;
return(myUniqueID);
}
//-----------------------------------------------------------------------------
//--------------------------MUNGA caching of objects---------------------------
//-----------------------------------------------------------------------------
dpl_OBJECT*
DPLRenderer::GetCachedObject(
const CString &object_name) // Name of the object we want to get
{
dpl_OBJECT
*object_pointer;
//
// Get this object from the cache by name
//
DPLObjectCacheLine *my_cache_line;
if ((my_cache_line = dplObjectCacheSocket.Find(object_name)) == NULL)
return NULL;
//
// Remove the cache line from the cache
//
object_pointer = my_cache_line->objectPointer;
delete my_cache_line;
//
// Return the object pointer
//
return(object_pointer);
}
void
DPLRenderer::PutCachedObject(
const CString &object_name, // Name of the object we will cache
dpl_OBJECT *object_pointer) // pointer to the object being cached
{
//
// Create the cache line data structure
//
#if 0
typedef PlugOf<dpl_OBJECT*> DPLObjectCacheLine;
DPLObjectCacheLine *my_cache_line = new DPLObjectCacheLine(object_pointer);
#endif
DPLObjectCacheLine *my_cache_line =
new DPLObjectCacheLine(
object_name,
object_pointer);
Register_Object(my_cache_line);
//
// Store this cache line in the cache
//
dplObjectCacheSocket.AddValue(my_cache_line, object_name);
}
//-----------------------------------------------------------------------------
//--------------------------Projectile Speedup---------------------------------
//-----------------------------------------------------------------------------
InnerProjectileRenderable*
DPLRenderer::GetProjectile(
d3d_OBJECT *graphical_object, // object to hang on the DCS, may be a list later <NULL>
bool isDeathZone) // DPL Zone this stuff will live in (for culling)
{
//STUBBED: DPL RB 1/14/07
//InnerProjectileRenderable
// *return_projectile;
//dpl_INSTANCE
// *temp_instance;
////
//// Are there projectiles in the list?
////
//SChainIteratorOf<InnerProjectileRenderable*> iterator(&projectile_list);
//if ((return_projectile = iterator.GetCurrent()) != NULL)
//{
// // Yes, remove it from the list set it's instance and return it
// iterator.Remove();
// temp_instance = return_projectile->GetInstance();
// if(graphical_object != dpl_GetInstanceObject(temp_instance))
// {
// dpl_SetInstanceObject (temp_instance, graphical_object);
// dpl_FlushInstance (temp_instance);
// }
// return(return_projectile);
//}
//else
//{
// // no, make a new one and return that
InnerProjectileRenderable *projectile =
new InnerProjectileRenderable(
graphical_object, // object to hang on the DCS, may be a list later <NULL>
isDeathZone); // DPL Zone this stuff will live in (for culling)
return(projectile);
//}
}
void
DPLRenderer::ReleaseProjectile(
InnerProjectileRenderable* inner_projectile)
{
// add the projectile back to the list
//projectile_list.Add(inner_projectile);
}
//-----------------------------------------------------------------------------
//--------------------------Joint to DCS translator----------------------------
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// DPLJointToDCSTranslator is a class that contains a joint number to dcs
// pointer translation table. This lets a renderer find the dcs that goes
// with a particular segment.
//
DPLJointToDCSTranslator::DPLJointToDCSTranslator(
Entity *entity, // The entity to translate
dpl_DCS *dcs_array[]) // Array of DCS's to translate
{
JointedMover
*my_jointed_mover;
//
// Make sure this is a jointed mover, then cast the entity pointer over
//
if (entity->IsDerivedFrom(*JointedMover::GetClassDerivations()))
{
my_jointed_mover = (JointedMover*)entity;
}
else
{
Fail("DPLJointToDCSTranslator was called on an entity NOT a JointedMover\n");
}
//
// Find out how many joints the entity has, then allocate enough RAM for a
// DCS pointer to every joint.
//
JointSubsystem* joint_subsystem = my_jointed_mover->GetJointSubsystem();
Check(joint_subsystem);
translation_array = new (dpl_DCS(*[joint_subsystem->GetJointCount()]));
Register_Pointer(translation_array);
//
// Setup to iterate the entity segment table
//
EntitySegment::SegmentTableIterator segment_iterator(my_jointed_mover->segmentTable);
EntitySegment *current_segment;
while ((current_segment = segment_iterator.ReadAndNext()) != NULL)
{
//
// For each segment, see if it has a joint index, if it does, put the
// DCS for that joint into the translation array
//
Check(current_segment);
int joint_index = current_segment->GetJointIndex();
if(joint_index != -1)
{
translation_array[joint_index] = dcs_array[current_segment->GetIndex()];
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DPLJointToDCSTranslator::~DPLJointToDCSTranslator()
{
Unregister_Pointer(translation_array);
delete[] translation_array;
translation_array = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Logical
DPLJointToDCSTranslator::TestInstance() const
{
return True;
}
//-----------------------------------------------------------------------------
//--------------------------Resource creation support--------------------------
//-----------------------------------------------------------------------------
//#############################################################################
//############# DPLRenderer::CreateModelVideoStreamResource #############
//#############################################################################
ResourceDescription::ResourceID
DPLRenderer::CreateModelVideoStreamResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories * /*directories*/
)
{
ResourceDescription *res_description =
resource_file->FindResourceDescription(
model_name,
ResourceDescription::VideoModelResourceType
);
if (res_description == NULL)
{
NameList *video_entries = model_file->MakeEntryList("video");
if (video_entries != NULL)
{
Register_Object(video_entries);
//----------------------------------------------
// parse video model data and store in resource
//----------------------------------------------
Tell("Building video resource for model '" << model_name << "'.\n");
NameList::Entry
*entry,
*next_entry;
const char
*entry_name,
*entry_pointer,
*argument_start;
int
length;
char
argument[40],
*argument_pointer;
L4VideoObject::ResourceType
resource_type;
Enumeration //(see L4VideoObject::RendererModes)
renderer_modes;
enum
{
parsing_filename,
seeking_switch,
parsing_switch,
parsing_billboard
} state;
L4VideoObject
*video_object;
L4VideoObjectWrapper
*video_wrapper;
ChainOf<L4VideoObjectWrapper*>
video_chain(NULL);
char
*video_stream,
*video_pointer;
int
object_count;
long
object_size,
stream_length;
//------------------------------------------------
// parse each entry in [video] page of model file
//------------------------------------------------
next_entry = video_entries->GetFirstEntry();
while (next_entry)
{
entry = next_entry;
Check(entry);
next_entry = entry->GetNextEntry(); // so 'continue' works
entry_name = entry->GetName();
if (entry_name && *entry_name)
{
//--------------------------------------------
// could be "skeleton" or "object" or comment
//--------------------------------------------
if (strcmp(entry_name, "object") == 0)
{
resource_type = L4VideoObject::Object;
}
else if (strcmp(entry_name, "rubble") == 0)
{
resource_type = L4VideoObject::Rubble;
}
else if (strcmp(entry_name, "skeleton") == 0)
{
resource_type = L4VideoObject::Skeleton;
}
else if (Comment_Line(entry_name))
{
// do nothing - skip comments
continue;
}
else if (strncmp(entry_name, "skeleton", 8) == 0)
{
// do nothing - skip temporary skeleton entries
continue;
}
else if (strncmp(entry_name, "destroyed", 9) == 0)
{
// do nothing - skip destroyed skeleton entries
continue;
}
else if (strncmp(entry_name, "dzm", 3) == 0)
{
// do nothing - skip damage zone material entries
continue;
}
else
{
// resource_type = L4VideoObject::Unknown;
DEBUG_STREAM << "Unknown entry '" << entry_name <<
"' in model '" << model_name << "' ignored." << std::endl;
continue;
}
//---------------------------------
// parse and process each argument
//---------------------------------
entry_pointer = entry->GetChar();
while (entry_pointer && *entry_pointer)
{
//-------------------------
// skip leading whitespace
//-------------------------
while (*entry_pointer != '\0' && isspace(*entry_pointer))
{
++entry_pointer;
}
//---------------------------
// exit loop if nothing left
//---------------------------
if (*entry_pointer == '\0')
{
break;
}
//-------------------------------------------
// parse the next argument into local buffer
//-------------------------------------------
argument_start = entry_pointer;
while (*entry_pointer != '\0' && !isspace(*entry_pointer))
{
++entry_pointer;
}
length = entry_pointer - argument_start;
Verify( length < sizeof(argument) );
strncpy(argument, argument_start, length);
argument[length] = '\0';
//----------------------
// parse local argument
//----------------------
argument_pointer = argument;
renderer_modes = L4VideoObject::Normal;
state = parsing_filename;
while (*argument_pointer != '\0')
{
switch (state)
{
case parsing_filename:
switch (*argument_pointer)
{
#if 0
case '.':
if ((resource_type == L4VideoObject::Object) ||
(resource_type == L4VideoObject::Rubble))
{
*argument_pointer = '\0'; // terminate filename
state = seeking_switch;
}
break;
#endif
case '/':
*argument_pointer = '\0'; // terminate filename
state = parsing_switch;
break;
default:
// later check for valid filename character...
break;
}
break;
case seeking_switch:
if (*argument_pointer == '/')
{ state = parsing_switch; }
break;
case parsing_switch:
switch (*argument_pointer)
{
case 'b':
case 'B':
state = parsing_billboard;
break;
case 'i':
case 'I':
renderer_modes |= L4VideoObject::IntersectImmune;
state = seeking_switch;
break;
default:
state = seeking_switch;
break;
}
break;
case parsing_billboard:
switch (*argument_pointer)
{
case 'x':
case 'X':
renderer_modes |= L4VideoObject::BillboardXAxis;
break;
case 'y':
case 'Y':
renderer_modes |= L4VideoObject::BillboardYAxis;
break;
case 'z':
case 'Z':
renderer_modes |= L4VideoObject::BillboardZAxis;
break;
case '/':
state = parsing_switch;
break;
default:
state = seeking_switch;
break;
}
break;
// no default:
}
++argument_pointer;
}
//-----------------------------------------------
// create video resource object and add to chain
//-----------------------------------------------
video_object =
new L4VideoObject(
argument,
resource_type,
renderer_modes
);
Register_Pointer(video_object); // not _Object!
video_wrapper =
new L4VideoObjectWrapper(
video_object,
True // delete object when done
);
Register_Object(video_wrapper);
//Tell(" adding video object '"<<argument<<"' type ");
//Tell(resource_type<<" mode 0x"<<std::hex<<renderer_modes<<"\n");
video_chain.Add(video_wrapper);
} // arguments processed for this entry
}
} // all arguments processed
//----------------------------------------------
// convert chain of video resources into stream
//----------------------------------------------
ChainIteratorOf<L4VideoObjectWrapper*>
video_iterator(video_chain);
object_count = video_iterator.GetSize();
object_size = sizeof(L4VideoObject);
stream_length = sizeof(int) + object_count * object_size;
video_stream = new char[stream_length];
Register_Pointer(video_stream);
video_pointer = video_stream;
*((int *)video_pointer) = object_count;
video_pointer += sizeof(int);
Tell(" count " <<std::dec<< object_count << ", resource size " << stream_length << "\n");
while ((video_wrapper = video_iterator.ReadAndNext()) != NULL)
{
video_object = video_wrapper->GetVideoObject();
if (!stricmp(video_object->GetObjectFilename(), "bp1.bgf"))
video_pointer += 1 - 1;
*((L4VideoObject *)video_pointer) = *video_object;
video_pointer += object_size;
}
//--------------------------------------------------
// store stream of video resources in resource file
//--------------------------------------------------
res_description =
resource_file->AddResource(
model_name,
ResourceDescription::VideoModelResourceType,
1,
ResourceDescription::Preload,
video_stream,
stream_length
);
//--------------------------
// release allocated memory
//--------------------------
// video_chain
L4VideoObjectWrapper::DeleteVideoObjectChain(&video_chain);
// video_stream
Unregister_Pointer(video_stream);
delete video_stream;
// video_entries
Unregister_Object(video_entries);
delete video_entries;
}
else
{
//-------------------------------
// no [video] page in model file
//-------------------------------
return (ResourceDescription::NullResourceID);
}
}
return (res_description->resourceID);
}
//===========================================================================//