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1 pmbaty 1
// render.cpp
2
 
3
// thanks ChaotikMind for optimizing the engine a bit :)
4
 
5
#include "common.h"
6
 
7
 
8
// note: DirectX requires a C++ compiler.
9
#include "DirectX9/Include/d3d9.h"
10
#include "DirectX9/Include/d3dx9.h"
11
 
12
// include the Direct3D library files
13
#pragma comment (lib, "DirectX9/Lib/x86/d3d9.lib")
14
#pragma comment (lib, "DirectX9/Lib/x86/d3dx9.lib")
15
 
16
 
17
// define this to display framerate
18
#define WANT_FRAMERATE
19
 
20
 
21
// handy macro to print a chatter channel reply
22
#define PRINT_CCREPLY(ccreply) \
23
{ \
24
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
25
                   chat_fontindex, (ccreply)->color, &rect, \
26
                   L"["); \
27
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
28
                   chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
29
                   (ccreply)->channelname); \
30
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
31
                   chat_fontindex, (ccreply)->color, &rect, \
32
                   L"] "); /* closing bracket + non-breakable space */ \
33
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
34
                   chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
35
                   (ccreply)->nickname); \
36
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
37
                   chat_fontindex, (ccreply)->color, &rect, \
38
                   L": "); /* colon + non-breakable space */ \
39
   if ((ccreply)->text != NULL) \
40
      Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
41
                      chat_fontindex, (ccreply)->color, &rect, \
42
                      (ccreply)->text); \
43
}
44
 
45
 
46
// handy macro to draw a GUI button
47
#define DRAW_BUTTON_IF_NEEDED(button) \
48
{ \
49
   if ((button).state != 0) \
50
      Render_DrawSprite (&sprites[(button).sprite_index], (button).left, (button).top, (button).width, (button).height, ((button).state == 2 ? 0xFF : 0x7F)); \
51
}
52
 
53
 
54
// handy macro to draw a GUI text
55
#define DRAW_TEXT_IF_NEEDED(text) \
56
{ \
57
   if ((text).is_displayed) \
58
   { \
59
      Render_wprintf ((int) ((text).xpos_percent * (float) initial_width) / 100, (int) ((text).ypos_percent * (float) initial_height) / 100, \
60
                      (int) ((text).maxwidth_percent * (float) initial_width) / 100, (text).horizontal_align, (text).vertical_align, (text).text_align, (text).font_index, \
61
                      ((text).want_fade ? \
62
                       RGBACOLOR_SETALPHA ((text).color, \
63
                                           (((text).appear_time + (text).disappear_time) * 0.5f > current_time ? \
64
                                           /* fading in  */ (int) FadeFloat (0, RGBACOLOR_ALPHA ((text).color), (text).appear_time, (text).appear_time + 0.5f) : \
65
                                           /* fading out */ (int) FadeFloat (RGBACOLOR_ALPHA ((text).color), 0, (text).disappear_time - 3.0f, (text).disappear_time))) : \
66
                       (text).color), \
67
                      NULL, (text).buffer); \
68
      if ((text).disappear_time < current_time) \
69
         (text).is_displayed = false; \
70
   } \
71
}
72
 
73
 
74
#pragma pack(push,1)
75
 
76
// definition for a vector
77
typedef struct vector_s
78
{
79
   float x; // X component
80
   float y; // Y component
81
   float z; // Z component
82
} vector_t;
83
 
84
 
85
// definition for a texture coordinates pair
86
typedef struct texcoord_s
87
{
88
   float u; // X coordinate of the texture point this vertex corresponds to
89
   float v; // Y coordinate of the texture point this vertex corresponds to
90
} texcoord_t;
91
 
92
 
93
// definition for a vertex (must be in that order for Direct3D)
94
typedef struct vertex_s
95
{
96
   vector_t position; // position in space
97
   vector_t normal; // coordinates of the unary normal vector of the plane this vertex is on (for illumination)
98
   texcoord_t texcoord; // coordinates of the texture point this vertex corresponds to
99
} vertex_t;
100
 
101
#pragma pack(pop)
102
 
103
 
104
// definition for a reflected object (qsort array element to sort reflections by distance)
105
typedef struct reflectedobject_s
106
{
107
   sceneobject_t *object; // pointer to the scene object
108
   float distance; // distance to viewer camera
109
} reflectedobject_t;
110
 
111
 
112
// definition for a material (light reflection type)
113
typedef struct material_s
114
{
115
   wchar_t name[32]; // material name
116
   float ambient; // ambient reflection value ranging from 0 to 1
117
   float diffuse; // diffuse reflection value ranging from 0 to 1
118
   float emissive; // emissive reflection value ranging from 0 to 1
119
   float specular; // specular reflection value ranging from 0 to 1
120
   float shininess; // shininess (specular factor)
121
   float transparency; // transparency value ranging from 0 (fully transparent) to 1 (opaque)
122
} material_t;
123
 
124
 
125
// definition for a mesh
126
typedef struct mesh_s
127
{
128
   unsigned long hash; // basic content hash, to avoid duplicates
129
   unsigned long vertex_format;
130
   IDirect3DVertexBuffer9 *d3dvertices; // handled opaquely by Direct3D
131
   int vertice_size;
132
   int vertice_count;
133
   bool is_indexed; // set to TRUE if this mesh has an index buffer
134
   IDirect3DIndexBuffer9 *d3dindices; // handled opaquely by Direct3D
135
   int indice_size;
136
   int indice_count;
137
} mesh_t;
138
 
139
 
140
// definition for a texture
141
typedef struct texture_s
142
{
143
   unsigned long hash; // basic content hash, to avoid duplicates
144
   int width;
145
   int height;
146
   IDirect3DTexture9 *texture;
147
} texture_t;
148
 
149
 
150
// definition for a font
151
typedef struct font_s
152
{
153
   unsigned long pathname_hash;
154
   ID3DXFont *font;
155
} font_t;
156
 
157
 
158
// definition for a sprite
159
typedef struct sprite_s
160
{
161
   unsigned long hash; // basic content hash, to avoid duplicates
162
   ID3DXSprite *sprite;
163
   int texture_index;
164
} sprite_t;
165
 
166
 
167
// global variables used in this module only
168
static IDirect3D9 *d3d = NULL; // our Direct3D interface
169
static IDirect3DDevice9 *d3ddev = NULL; // the device class
170
 
171
static material_t *materials = NULL;
172
static int material_count = 0;
173
static texture_t *textures = NULL;
174
static int texture_count = 0;
175
static mesh_t *meshes = NULL;
176
static int mesh_count = 0;
177
static font_t *fonts = NULL;
178
static int font_count = 0;
179
static sprite_t *sprites = NULL;
180
static int sprite_count = 0;
181
static const float fov_value = 45.0f; // field of view width, in degrees
182
static const float viewdist_near = 1.0f; // nearest view plane distance
183
static const float viewdist_far = 200.0f; // farthest view plane distance
184
static int initial_width = 0; // initial width of the render surface, in pixels
185
static int initial_height = 0; // initial height of the render surface, in pixels
186
static float current_width = 0.0f; // current width of the client area on which the render surface is rendered, in pixels
187
static float current_height = 0.0f; // current height of the client area on which the render surface is rendered, in pixels
188
static D3DCOLOR ambient_light;
189
static vector_t camera_position;
190
static const vector_t scene_center = { 0.0f, 0.0f, 0.0f };
191
static const vector_t upwards_direction = { 0.0f, 0.0f, 1.0f };
192
static int best_supported_filter;
193
static unsigned long multisample_quality = 0;
194
 
195
static wchar_t printf_buffer[0xffff];
196
 
197
 
198
// prototypes of functions used in this module only
199
static bool Render_LoadMesh_X (mesh_t *mesh, const wchar_t *xfile_pathname);
200
static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname);
201
static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject);
202
static void Render_DrawSceneObject (sceneobject_t *sceneobject);
203
static void Render_DrawSceneTile (sceneobject_t *sceneobject);
204
static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha);
205
static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect);
206
static void Render_wprintf (int x, int y, int max_width, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...);
207
static float DistanceToCamera (float x, float y, float z);
208
static float FadeFloat (float from, float to, float start_time, float end_time);
209
static unsigned long HashString (const wchar_t *string_buffer);
210
static unsigned long HashFile (const wchar_t *file_pathname);
211
static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars);
212
static int SortReflectedObjects (const void *object1, const void *object2);
213
 
214
 
215
bool Render_Init (void)
216
{
217
   // this function sets up and initializes Direct3D
218
 
219
   static wchar_t *default_materialname = L"default";
220
 
221
   D3DCAPS9 device_capabilities;
222
   unsigned long behaviour_flags;
223
   unsigned long best_multisample_type;
224
   D3DPRESENT_PARAMETERS d3dpp;
2 pmbaty 225
   wchar_t errorfile_path[MAX_PATH];
1 pmbaty 226
   wchar_t line_buffer[256];
227
   material_t material;
2 pmbaty 228
   HRESULT ret;
1 pmbaty 229
   RECT rect;
230
   FILE *fp;
231
 
232
   // create the Direct3D interface
233
   d3d = Direct3DCreate9 (D3D_SDK_VERSION);
234
 
235
   // get hardware capabilities
236
   if (FAILED (d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &device_capabilities)))
237
   {
238
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevGetDeviceCapsFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
239
      return (false);
240
   }
241
 
242
   // grab info from that and adjust our D3D settings
243
   best_supported_filter = (device_capabilities.RasterCaps & D3DPRASTERCAPS_ANISOTROPY ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
244
   behaviour_flags = (device_capabilities.VertexProcessingCaps != 0 ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING);
245
 
246
   // see if full-scene antialiasing is supported and pick the best available multisample type
247
   best_multisample_type = D3DMULTISAMPLE_NONE;
248
   while (SUCCEEDED (d3d->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, false, (D3DMULTISAMPLE_TYPE) (best_multisample_type + 1), &multisample_quality)))
249
   {
250
      best_multisample_type++; // increase multisample type as long as the next one is supported
251
      if ((best_multisample_type == D3DMULTISAMPLE_2_SAMPLES) && !options.want_hiquality)
252
         break; // stop searching for the best one if we don't want the highest possible quality
253
   }
254
 
255
   memset (&d3dpp, 0, sizeof (d3dpp)); // clear out the struct for use
256
   d3dpp.Windowed = true; // always windowed (because we can't display dialog boxes in fullscreen mode)
257
   d3dpp.BackBufferCount = 1;
258
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
259
   d3dpp.hDeviceWindow = hMainWnd; // set the window to be used by Direct3D
260
   d3dpp.EnableAutoDepthStencil = true; // enable Z-buffer and stencil buffer
261
   d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // D3DFMT_D15S1 15 bits should be enough to store each pixel's Z depth
262
   d3dpp.MultiSampleType = (D3DMULTISAMPLE_TYPE) best_multisample_type; // use multisampling (full scene antialiasing) if supported
263
   d3dpp.MultiSampleQuality = (multisample_quality > 0 ? multisample_quality - 1 : 0);
264
 
265
   // create a device class using this information and the info from the d3dpp stuct
2 pmbaty 266
   if (FAILED (ret = d3d->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd, behaviour_flags, &d3dpp, &d3ddev)))
1 pmbaty 267
   {
268
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevCreateDeviceFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
2 pmbaty 269
 
270
      // on error, write a log file on the user's desktop
271
      errorfile_path[0] = 0;
272
      SHGetSpecialFolderPath (NULL, errorfile_path, CSIDL_DESKTOP, true);
273
      wcscat_s (errorfile_path, WCHAR_SIZEOF (errorfile_path), L"\\Chess Giants error.log");
274
      _wfopen_s (&fp, errorfile_path, L"w, ccs=UNICODE");
275
      if (fp != NULL)
276
      {
277
         fwprintf (fp, L"device_capabilities.DeviceType = %d\n", device_capabilities.DeviceType);
278
         fwprintf (fp, L"device_capabilities.AdapterOrdinal = %ul\n", device_capabilities.AdapterOrdinal);
279
         fwprintf (fp, L"device_capabilities.Caps = %ul\n", device_capabilities.Caps);
280
         fwprintf (fp, L"device_capabilities.Caps2 = %ul\n", device_capabilities.Caps2);
281
         fwprintf (fp, L"device_capabilities.Caps3 = %ul\n", device_capabilities.Caps3);
282
         fwprintf (fp, L"device_capabilities.PresentationIntervals = %ul\n", device_capabilities.PresentationIntervals);
283
         fwprintf (fp, L"device_capabilities.CursorCaps = %ul\n", device_capabilities.CursorCaps);
284
         fwprintf (fp, L"device_capabilities.DevCaps = %ul\n", device_capabilities.DevCaps);
285
         fwprintf (fp, L"device_capabilities.PrimitiveMiscCaps = %ul\n", device_capabilities.PrimitiveMiscCaps);
286
         fwprintf (fp, L"device_capabilities.RasterCaps = %ul\n", device_capabilities.RasterCaps);
287
         fwprintf (fp, L"device_capabilities.ZCmpCaps = %ul\n", device_capabilities.ZCmpCaps);
288
         fwprintf (fp, L"device_capabilities.SrcBlendCaps = %ul\n", device_capabilities.SrcBlendCaps);
289
         fwprintf (fp, L"device_capabilities.DestBlendCaps = %ul\n", device_capabilities.DestBlendCaps);
290
         fwprintf (fp, L"device_capabilities.AlphaCmpCaps = %ul\n", device_capabilities.AlphaCmpCaps);
291
         fwprintf (fp, L"device_capabilities.ShadeCaps = %ul\n", device_capabilities.ShadeCaps);
292
         fwprintf (fp, L"device_capabilities.TextureCaps = %ul\n", device_capabilities.TextureCaps);
293
         fwprintf (fp, L"device_capabilities.TextureFilterCaps = %ul\n", device_capabilities.TextureFilterCaps);
294
         fwprintf (fp, L"device_capabilities.CubeTextureFilterCaps = %ul\n", device_capabilities.CubeTextureFilterCaps);
295
         fwprintf (fp, L"device_capabilities.VolumeTextureFilterCaps = %ul\n", device_capabilities.VolumeTextureFilterCaps);
296
         fwprintf (fp, L"device_capabilities.TextureAddressCaps = %ul\n", device_capabilities.TextureAddressCaps);
297
         fwprintf (fp, L"device_capabilities.VolumeTextureAddressCaps = %ul\n", device_capabilities.VolumeTextureAddressCaps);
298
         fwprintf (fp, L"device_capabilities.LineCaps = %ul\n", device_capabilities.LineCaps);
299
         fwprintf (fp, L"device_capabilities.MaxTextureWidth = %ul\n", device_capabilities.MaxTextureWidth);
300
         fwprintf (fp, L"device_capabilities.MaxTextureHeight = %ul\n", device_capabilities.MaxTextureHeight);
301
         fwprintf (fp, L"device_capabilities.MaxVolumeExtent = %ul\n", device_capabilities.MaxVolumeExtent);
302
         fwprintf (fp, L"device_capabilities.MaxTextureRepeat = %ul\n", device_capabilities.MaxTextureRepeat);
303
         fwprintf (fp, L"device_capabilities.MaxTextureAspectRatio = %ul\n", device_capabilities.MaxTextureAspectRatio);
304
         fwprintf (fp, L"device_capabilities.MaxAnisotropy = %ul\n", device_capabilities.MaxAnisotropy);
305
         fwprintf (fp, L"device_capabilities.MaxVertexW = %f\n", device_capabilities.MaxVertexW);
306
         fwprintf (fp, L"device_capabilities.GuardBandLeft = %f\n", device_capabilities.GuardBandLeft);
307
         fwprintf (fp, L"device_capabilities.GuardBandTop = %f\n", device_capabilities.GuardBandTop);
308
         fwprintf (fp, L"device_capabilities.GuardBandRight = %f\n", device_capabilities.GuardBandRight);
309
         fwprintf (fp, L"device_capabilities.GuardBandBottom = %f\n", device_capabilities.GuardBandBottom);
310
         fwprintf (fp, L"device_capabilities.ExtentsAdjust = %f\n", device_capabilities.ExtentsAdjust);
311
         fwprintf (fp, L"device_capabilities.StencilCaps = %ul\n", device_capabilities.StencilCaps);
312
         fwprintf (fp, L"device_capabilities.FVFCaps = %ul\n", device_capabilities.FVFCaps);
313
         fwprintf (fp, L"device_capabilities.TextureOpCaps = %ul\n", device_capabilities.TextureOpCaps);
314
         fwprintf (fp, L"device_capabilities.MaxTextureBlendStages = %ul\n", device_capabilities.MaxTextureBlendStages);
315
         fwprintf (fp, L"device_capabilities.MaxSimultaneousTextures = %ul\n", device_capabilities.MaxSimultaneousTextures);
316
         fwprintf (fp, L"device_capabilities.VertexProcessingCaps = %ul\n", device_capabilities.VertexProcessingCaps);
317
         fwprintf (fp, L"device_capabilities.MaxActiveLights = %ul\n", device_capabilities.MaxActiveLights);
318
         fwprintf (fp, L"device_capabilities.MaxUserClipPlanes = %ul\n", device_capabilities.MaxUserClipPlanes);
319
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrices = %ul\n", device_capabilities.MaxVertexBlendMatrices);
320
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrixIndex = %ul\n", device_capabilities.MaxVertexBlendMatrixIndex);
321
         fwprintf (fp, L"device_capabilities.MaxPointSize = %f\n", device_capabilities.MaxPointSize);
322
         fwprintf (fp, L"device_capabilities.MaxPrimitiveCount = %ul\n", device_capabilities.MaxPrimitiveCount);
323
         fwprintf (fp, L"device_capabilities.MaxVertexIndex = %ul\n", device_capabilities.MaxVertexIndex);
324
         fwprintf (fp, L"device_capabilities.MaxStreams = %ul\n", device_capabilities.MaxStreams);
325
         fwprintf (fp, L"device_capabilities.MaxStreamStride = %ul\n", device_capabilities.MaxStreamStride);
326
         fwprintf (fp, L"device_capabilities.VertexShaderVersion = %ul\n", device_capabilities.VertexShaderVersion);
327
         fwprintf (fp, L"device_capabilities.MaxVertexShaderConst = %ul\n", device_capabilities.MaxVertexShaderConst);
328
         fwprintf (fp, L"device_capabilities.PixelShaderVersion = %ul\n", device_capabilities.PixelShaderVersion);
329
         fwprintf (fp, L"device_capabilities.PixelShader1xMaxValue = %f\n", device_capabilities.PixelShader1xMaxValue);
330
         fwprintf (fp, L"device_capabilities.DevCaps2 = %ul\n", device_capabilities.DevCaps2);
331
         fwprintf (fp, L"device_capabilities.MaxNpatchTessellationLevel = %f\n", device_capabilities.MaxNpatchTessellationLevel);
332
         fwprintf (fp, L"device_capabilities.Reserved5 = %ul\n", device_capabilities.Reserved5);
333
         fwprintf (fp, L"device_capabilities.MasterAdapterOrdinal = %ul\n", device_capabilities.MasterAdapterOrdinal);
334
         fwprintf (fp, L"device_capabilities.AdapterOrdinalInGroup = %ul\n", device_capabilities.AdapterOrdinalInGroup);
335
         fwprintf (fp, L"device_capabilities.NumberOfAdaptersInGroup = %ul\n", device_capabilities.NumberOfAdaptersInGroup);
336
         fwprintf (fp, L"device_capabilities.DeclTypes = %ul\n", device_capabilities.DeclTypes);
337
         fwprintf (fp, L"device_capabilities.NumSimultaneousRTs = %ul\n", device_capabilities.NumSimultaneousRTs);
338
         fwprintf (fp, L"device_capabilities.StretchRectFilterCaps = %ul\n", device_capabilities.StretchRectFilterCaps);
339
         fwprintf (fp, L"device_capabilities.VS20Caps.Caps = %ul\n", device_capabilities.VS20Caps.Caps);
340
         fwprintf (fp, L"device_capabilities.VS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.VS20Caps.DynamicFlowControlDepth);
341
         fwprintf (fp, L"device_capabilities.VS20Caps.NumTemps = %d\n", device_capabilities.VS20Caps.NumTemps);
342
         fwprintf (fp, L"device_capabilities.VS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.VS20Caps.StaticFlowControlDepth);
343
         fwprintf (fp, L"device_capabilities.PS20Caps.Caps = %ul\n", device_capabilities.PS20Caps.Caps);
344
         fwprintf (fp, L"device_capabilities.PS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.PS20Caps.DynamicFlowControlDepth);
345
         fwprintf (fp, L"device_capabilities.PS20Caps.NumTemps = %d\n", device_capabilities.PS20Caps.NumTemps);
346
         fwprintf (fp, L"device_capabilities.PS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.PS20Caps.StaticFlowControlDepth);
347
         fwprintf (fp, L"device_capabilities.PS20Caps.NumInstructionSlots = %d\n", device_capabilities.PS20Caps.NumInstructionSlots);
348
         fwprintf (fp, L"device_capabilities.VertexTextureFilterCaps = %ul\n", device_capabilities.VertexTextureFilterCaps);
349
         fwprintf (fp, L"device_capabilities.MaxVShaderInstructionsExecuted = %ul\n", device_capabilities.MaxVShaderInstructionsExecuted);
350
         fwprintf (fp, L"device_capabilities.MaxPShaderInstructionsExecuted = %ul\n", device_capabilities.MaxPShaderInstructionsExecuted);
351
         fwprintf (fp, L"device_capabilities.MaxVertexShader30InstructionSlots = %ul\n", device_capabilities.MaxVertexShader30InstructionSlots);
352
         fwprintf (fp, L"device_capabilities.MaxPixelShader30InstructionSlots = %ul\n", device_capabilities.MaxPixelShader30InstructionSlots);
353
         fwprintf (fp, L"========\n");
354
         fwprintf (fp, L"(guessed) behaviour_flags = %ul\n", behaviour_flags);
355
         fwprintf (fp, L"(guessed) d3dpp.MultiSampleType = %d\n", best_multisample_type);
356
         fwprintf (fp, L"(guessed) d3dpp.MultiSampleQuality = %d\n", (multisample_quality > 0 ? multisample_quality - 1 : 0));
357
         fwprintf (fp, L"========\n");
358
         fwprintf (fp, L"d3d->CreateDevice() returned %d\n", (int) ret);
359
         fclose (fp);
360
 
361
         MessageBox (NULL, LOCALIZE (L"Error_GameCouldNotStartPleaseSendLogToAuthor"), LOCALIZE (L"Information"), MB_ICONINFORMATION | MB_OK);
362
      }
363
      else
364
         MessageBox (NULL, LOCALIZE (L"Error_CouldNotWriteToLogFile"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
365
 
1 pmbaty 366
      return (false);
367
   }
368
 
369
   // get the device view port and save the initial width and height
370
   GetClientRect (hMainWnd, &rect);
371
   initial_width = rect.right; // they may differ from window width and window height
372
   initial_height = rect.bottom; // because of title bars, menus, borders, etc.
373
 
374
   // set the texture parameters
375
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); // wrap textures around their edges
376
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
377
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // and modulate their alpha with the material's alpha
378
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
379
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
380
 
381
   // enable the Z buffer
382
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
383
 
384
   // disable the stencil buffer
385
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false);
386
 
387
   // normalize the face normals (if we don't, scaling will cause problems with lighting computations)
388
   d3ddev->SetRenderState (D3DRS_NORMALIZENORMALS, true);
389
 
390
   // turn on alpha blending
391
   d3ddev->SetRenderState (D3DRS_ALPHABLENDENABLE, true);
392
   d3ddev->SetRenderState (D3DRS_BLENDOP, D3DBLENDOP_ADD);
393
   d3ddev->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
394
   d3ddev->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
395
 
396
   // use all of the materials' light reflection properties
397
   d3ddev->SetRenderState (D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
398
   d3ddev->SetRenderState (D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
399
   d3ddev->SetRenderState (D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
400
   d3ddev->SetRenderState (D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
401
   d3ddev->SetRenderState (D3DRS_COLORVERTEX, false);
402
 
403
   // enable 3D lighting
404
   d3ddev->SetRenderState (D3DRS_LIGHTING, true);
405
 
406
   // open and parse the materials file and build the materials list
407
   materials = NULL;
408
   material_count = 0;
409
   _wfopen_s (&fp, L"materials.cfg", L"r, ccs=UNICODE");
410
   if (fp != NULL)
411
   {
412
      // read line per line...
413
      while (fgetws (line_buffer, WCHAR_SIZEOF (line_buffer), fp) != NULL)
414
      {
415
         // can we read a complete material line ?
416
         if (swscanf_s (line_buffer, L"\"%[^\"]\" %f %f %f %f %f %f", material.name, WCHAR_SIZEOF (material.name), &material.ambient, &material.diffuse, &material.emissive, &material.specular, &material.shininess, &material.transparency) == 7)
417
         {
418
            materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
419
            memcpy (&materials[material_count], &material, sizeof (material_t));
420
            material_count++; // if so, append this new material to the materials array
421
         }
422
      }
423
      fclose (fp); // finished, close the file
424
   }
425
   materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
426
   wcscpy_s (materials[material_count].name, WCHAR_SIZEOF (materials[material_count].name), default_materialname);
427
   materials[material_count].ambient = 1.0f;
428
   materials[material_count].diffuse = 1.0f;
429
   materials[material_count].emissive = 0.0f;
430
   materials[material_count].specular = 0.0f;
431
   materials[material_count].shininess = 0.0f;
432
   materials[material_count].transparency = 1.0f;
433
   material_count++; // append a default material at the end of the array and we're all set
434
 
435
   return (true); // finished
436
}
437
 
438
 
439
void Render_Shutdown (void)
440
{
441
   // this function shuts down the Direct3D interfaces and releases the Direct3D COM objects
442
 
443
   int array_index;
444
 
445
   // close and release font data
446
   SAFE_free ((void **) &fonts);
447
   font_count = 0;
448
 
449
   // close and release sprite data
450
   SAFE_free ((void **) &sprites);
451
   sprite_count = 0;
452
 
453
   // close and release meshes data
454
   if (meshes != NULL)
455
   {
456
      for (array_index = 0; array_index < mesh_count; array_index++)
457
      {
458
         if (meshes[array_index].d3dindices != NULL)
459
            meshes[array_index].d3dindices->Release ();
460
         meshes[array_index].d3dindices = NULL;
461
 
462
         if (meshes[array_index].d3dvertices != NULL)
463
            meshes[array_index].d3dvertices->Release ();
464
         meshes[array_index].d3dvertices = NULL;
465
      }
466
   }
467
   meshes = NULL;
468
   mesh_count = 0;
469
 
470
   // close and release texture data
471
   if (textures != NULL)
472
   {
473
      for (array_index = 0; array_index < texture_count; array_index++)
474
         if (textures[array_index].texture != NULL)
475
            textures[array_index].texture->Release ();
476
      SAFE_free ((void **) &textures);
477
   }
478
   texture_count = 0;
479
 
480
   // close and release materials data
481
   SAFE_free ((void **) &materials);
482
   material_count = 0;
483
 
484
   // close and release the 3D device
485
   if (d3ddev != NULL)
486
      d3ddev->Release ();
487
   d3ddev = NULL;
488
 
489
   // close and release Direct3D
490
   if (d3d != NULL)
491
      d3d->Release ();
492
   d3d = NULL;
493
 
494
   return; // finished
495
}
496
 
497
 
498
void Render_RenderFrame (scene_t *scene)
499
{
500
   // this is the function used to render a single frame
501
 
502
   static int framerate_value = 0;
503
   static int framerate_count = 0;
504
   static float framerate_time = 0;
505
 
506
   D3DXMATRIX scaling_matrix;
507
   D3DXMATRIX translation_matrix;
508
   D3DXMATRIX view_matrix; // the view transform matrix
509
   D3DXMATRIX projection_matrix; // the projection transform matrix
510
   D3DLIGHT9 dxlight;
511
   RECT rect;
512
   float angle;
513
   float sin_pitch;
514
   float sin_yaw;
515
   float cos_pitch;
516
   float cos_yaw;
517
   int light_index;
518
   int object_index;
519
   int cchistory_index;
520
   int cchistory_index2;
521
   int combined_width;
522
   int combined_height;
523
   light_t *light;
524
   ccreply_t *ccreply;
525
   sceneobject_t *sceneobject;
526
   reflectedobject_t *reflectedobjects; // mallocated
527
   int reflectedobject_count;
528
   reflectedobject_t *otherobjects; // mallocated
529
   int otherobject_count;
530
 
531
   // get the device view port and save the actual width and height
532
   GetClientRect (hMainWnd, &rect);
533
   current_width = (float) rect.right; // they may differ from window width and window height
534
   current_height = (float) rect.bottom; // because of title bars, menus, borders, etc.
535
 
536
   // clear the back buffer, the Z buffer and the stencil buffer
537
   d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
538
   d3ddev->BeginScene (); // begins the 3D scene
539
 
540
   ////////////////////////////////////////
541
   // Setup scene lights
542
 
543
   // There are three types of light : ambient, diffuse and specular.
544
   // Diffuse lights can be of type directional (sun), point (bulb) or spot (flashlight).
545
 
546
   // The attenuation formula for point lights is :
547
   // Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
548
 
549
   // In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
550
 
551
   // set the default lighting color
552
   ambient_light = RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (theme->illum.ambient_light));
553
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
554
 
555
   // for each light...
556
   for (light_index = 0; light_index < theme->illum.light_count; light_index++)
557
   {
558
      light = &theme->illum.lights[light_index]; // quick access to light
559
 
560
      memset (&dxlight, 0, sizeof (dxlight)); // clear out the dxlight struct for use
561
 
562
      // set its type
563
      if (light->type == LIGHT_DIRECTIONAL)
564
         dxlight.Type = D3DLIGHT_DIRECTIONAL; // directional light (e.g, sun)
565
      else if (light->type == LIGHT_POINT)
566
         dxlight.Type = D3DLIGHT_POINT; // point light (e.g, light bulb)
567
      else if (light->type == LIGHT_SPOT)
568
         dxlight.Type = D3DLIGHT_SPOT; // spot light (e.g, flash light)
569
      else
570
      {
571
         d3ddev->LightEnable (light_index, false); // unknown light ; turn off light #index
572
         continue; // and proceed to the next one
573
      }
574
 
575
      // set its parameters
576
      dxlight.Diffuse = D3DXCOLOR (RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (light->color)));
577
      dxlight.Specular = D3DXCOLOR (0xffffffff);
578
      dxlight.Position.x = light->pos_x;
579
      dxlight.Position.y = light->pos_y;
580
      dxlight.Position.z = light->pos_z;
581
      dxlight.Direction.x = light->direction_x;
582
      dxlight.Direction.y = light->direction_y;
583
      dxlight.Direction.z = light->direction_z;
584
      dxlight.Range = light->range; // light won't be computed after this distance
585
      dxlight.Attenuation0 = light->attenuation_constant; // constant attenuation, see formula
586
      dxlight.Attenuation1 = light->attenuation_proportional; // proportional attenuation, see formula
587
      dxlight.Attenuation2 = light->attenuation_square; // square attenuation, see formula
588
      dxlight.Phi = light->cone_outer * TO_RADIANS; // outer spot cone
589
      dxlight.Theta = light->cone_inner * TO_RADIANS; // inner spot cone
590
 
591
      d3ddev->SetLight (light_index, &dxlight); // send the light struct properties to light #index
592
      d3ddev->LightEnable (light_index, true); // turn on light #index
593
   }
594
 
595
   ////////////////////////////////
596
   // View transform
597
 
598
   // compute the sine and cosine of the pitch component
599
   angle = current_pitch * TO_RADIANS;
600
   sin_pitch = sinf (angle);
601
   cos_pitch = cosf (angle);
602
 
603
   // compute the sine and cosine of the yaw component
604
   angle = current_yaw * TO_RADIANS;
605
   sin_yaw = sinf (angle);
606
   cos_yaw = cosf (angle);
607
 
608
   // build the camera position
609
   camera_position.x = (float) -(cos_pitch * cos_yaw) * current_distance;
610
   camera_position.y = (float) -(cos_pitch * sin_yaw) * current_distance;
611
   camera_position.z = (float) sin_pitch * current_distance;
612
 
613
   // set up a view matrix
614
   D3DXMatrixLookAtLH (&view_matrix,
615
                       (D3DXVECTOR3 *) &camera_position, // camera position
616
                       (D3DXVECTOR3 *) &scene_center, // look-at position
617
                       (D3DXVECTOR3 *) &upwards_direction); // up direction
618
 
619
   // tell Direct3D about our matrix
620
   d3ddev->SetTransform (D3DTS_VIEW, &view_matrix);
621
 
622
   /////////////////////////////////////
623
   // Projection transform
624
 
625
   // set up a projection matrix
626
   D3DXMatrixPerspectiveFovLH (&projection_matrix,
627
                               fov_value * TO_RADIANS, // field of view width
628
                               current_width / current_height, // aspect ratio
629
                               viewdist_near, viewdist_far); // view plane distances
630
 
631
   // tell Direct3D about our matrix
632
   d3ddev->SetTransform (D3DTS_PROJECTION, &projection_matrix);
633
 
634
   /////////////////////////////////////
635
   // End of the transforms
636
 
637
   // if we want it, enable specular lighting
638
   d3ddev->SetRenderState (D3DRS_SPECULARENABLE, options.want_specularlighting);
639
 
640
   // turn on texture filtering if needed
641
   if (options.want_filtering)
642
   {
643
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, best_supported_filter);
644
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, best_supported_filter);
645
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
646
 
647
      // turn on fullscene antialiasing only if capable
648
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, (multisample_quality > 0));
649
   }
650
   else
651
   {
652
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
653
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
654
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
655
 
656
      // turn off fullscene antialiasing
657
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, false);
658
   }
659
 
660
   /////////////////////////////////////////////////////////////
661
   // draw the background elements. No need for a Z buffer here.
662
 
663
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable depth testing
664
 
665
   // draw the background sprite, if any
666
   if (scene->background_spriteindex >= 0)
667
      Render_DrawSprite (&sprites[scene->background_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF);
668
 
669
   // draw the table border
670
   Render_DrawSceneObject (&scene->objects[0]);
671
   Render_DrawSceneObject (&scene->objects[1]);
672
 
673
   // draw the table and build the stencil buffer at the same time
674
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer (i.e. the "frame" for drawing table reflections)
675
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // instruct how to fill it
676
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); // instruct how to fill it
677
   Render_DrawSceneObject (&scene->objects[2]); // draw the table squares in the stencil buffer
678
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // finished drawing the stencil buffer
679
 
680
   d3ddev->SetRenderState (D3DRS_ZENABLE, true); // re-enable depth testing
681
 
682
   ////////////////////////////////////////////////////////////
683
   // draw the scene objects and their reflections on the table
684
 
685
   // start with the reflections if we want them, and if the table does it
686
   if (options.want_reflections && (theme->reflection_alpha > 0))
687
   {
688
      // build an array of reflected objects with their distances
689
      reflectedobjects = NULL;
690
      reflectedobject_count = 0;
691
      otherobjects = NULL;
692
      otherobject_count = 0;
693
 
694
      // cycle through all parts and see which ones need to be reflected
695
      for (object_index = 3; object_index < scene->object_count; object_index++)
696
      {
697
         sceneobject = &scene->objects[object_index]; // quick access to scene object
698
 
699
         // is this object a mesh AND it's above the ground ?
700
         if ((sceneobject->mesh_index != -1) && (sceneobject->z > 0))
701
         {
702
            // yes it is. It thus needs to be reflected, so add it to the list
703
            reflectedobjects = (reflectedobject_t *) SAFE_realloc (reflectedobjects, reflectedobject_count, reflectedobject_count + 1, sizeof (reflectedobject_t), false);
704
            reflectedobjects[reflectedobject_count].object = sceneobject; // save scene object
705
            reflectedobjects[reflectedobject_count].distance = DistanceToCamera (sceneobject->x, sceneobject->y, sceneobject->z);
706
            reflectedobject_count++; // we have now one object more to reflect
707
         }
708
         else
709
         {
710
            // no it's not. It doesn't need to be reflected, so add it to the other list
711
            otherobjects = (reflectedobject_t *) SAFE_realloc (otherobjects, otherobject_count, otherobject_count + 1, sizeof (reflectedobject_t), false);
712
            otherobjects[otherobject_count].object = sceneobject; // save scene object
713
            otherobjects[otherobject_count].distance = 0;
714
            otherobject_count++; // we have now one object more to reflect
715
         }
716
      }
717
 
718
      // now sort them from farthest to closest and draw them in this order
719
      qsort (reflectedobjects, reflectedobject_count, sizeof (reflectedobject_t), SortReflectedObjects);
720
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
721
         Render_DrawSceneObjectReflection (reflectedobjects[object_index].object); // draw the reflection
722
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
723
         Render_DrawSceneObject (reflectedobjects[object_index].object); // and draw the objects afterwards
724
      for (object_index = 0; object_index < otherobject_count; object_index++)
725
         Render_DrawSceneObject (otherobjects[object_index].object); // finally, draw the non-reflected objects
726
 
727
      SAFE_free ((void **) &reflectedobjects); // and free the reflected objects array
728
      SAFE_free ((void **) &otherobjects); // and the non-reflected objects array
729
   }
730
   else
731
      for (object_index = 3; object_index < scene->object_count; object_index++)
732
         Render_DrawSceneObject (&scene->objects[object_index]); // else if no reflections, draw the objects, the Z-buffer will sort them
733
 
734
   // draw the overlay texture if required
735
   if (scene->overlay_spriteindex >= 0)
736
      Render_DrawSprite (&sprites[scene->overlay_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0x4F);
737
 
738
   ///////////////
739
   // draw the GUI
740
 
741
   // draw the arrows
742
   DRAW_BUTTON_IF_NEEDED (scene->gui.larrow); // left arrow
743
   DRAW_BUTTON_IF_NEEDED (scene->gui.rarrow); // right arrow
744
   DRAW_TEXT_IF_NEEDED (scene->gui.arrow_text); // arrow text
745
 
746
   if (want_framerate)
747
      Render_wprintf (initial_width - 10, 10, 62, ALIGN_RIGHT, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex, D3DCOLOR_RGBA (255, 255, 255, 255), NULL,
748
                      L"%d textures\n"
749
                      L"%d meshes\n"
750
                      L"%d fonts\n"
751
                      L"%d sprites\n"
752
                      L"%d fps", texture_count, mesh_count, font_count, sprite_count, framerate_value);
753
 
754
   // draw the other GUI buttons
755
   DRAW_BUTTON_IF_NEEDED (scene->gui.chatbutton); // chat button
756
   DRAW_BUTTON_IF_NEEDED (scene->gui.gamesbutton); // games button
757
   DRAW_BUTTON_IF_NEEDED (scene->gui.peoplebutton); // people button
758
 
759
   // does the parts pick line need to be displayed ?
760
   if (scene->gui.is_partspick_displayed)
761
   {
762
#define PARTSIZE_PCT (100.0f / 13.0f)
763
 
764
      if (scene->gui.partspick_selectedpart == 'P')      Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  0.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
765
      else if (scene->gui.partspick_selectedpart == 'R') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  1.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
766
      else if (scene->gui.partspick_selectedpart == 'N') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  2.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
767
      else if (scene->gui.partspick_selectedpart == 'B') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  3.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
768
      else if (scene->gui.partspick_selectedpart == 'Q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  4.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
769
      else if (scene->gui.partspick_selectedpart == 'K') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  5.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
770
      else if (scene->gui.partspick_selectedpart == ' ') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  6.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
771
      else if (scene->gui.partspick_selectedpart == 'k') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  7.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
772
      else if (scene->gui.partspick_selectedpart == 'q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  8.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
773
      else if (scene->gui.partspick_selectedpart == 'b') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  9.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
774
      else if (scene->gui.partspick_selectedpart == 'n') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 10.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
775
      else if (scene->gui.partspick_selectedpart == 'r') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 11.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
776
      else if (scene->gui.partspick_selectedpart == 'p') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 12.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
777
 
778
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_PAWN]],       0.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'P') || (scene->gui.partspick_selectedpart == 'P')) ? 0xFF : 0x7F)); // white pawn
779
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_ROOK]],       1.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'R') || (scene->gui.partspick_selectedpart == 'R')) ? 0xFF : 0x7F)); // white rook
780
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_KNIGHT]],     2.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'N') || (scene->gui.partspick_selectedpart == 'N')) ? 0xFF : 0x7F)); // white knight
781
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_BISHOP]],     3.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'B') || (scene->gui.partspick_selectedpart == 'B')) ? 0xFF : 0x7F)); // white bishop
782
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_QUEEN]],      4.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'Q') || (scene->gui.partspick_selectedpart == 'Q')) ? 0xFF : 0x7F)); // white queen
783
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_KING]],       5.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'K') || (scene->gui.partspick_selectedpart == 'K')) ? 0xFF : 0x7F)); // white king
784
      Render_DrawSprite (&sprites[theme->lastmovesource_spriteindex],         6.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == ' ') || (scene->gui.partspick_selectedpart == ' ')) ? 0xFF : 0x7F)); // erase mark
785
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_KING]],       7.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'k') || (scene->gui.partspick_selectedpart == 'k')) ? 0xFF : 0x7F)); // black king
786
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_QUEEN]],      8.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'q') || (scene->gui.partspick_selectedpart == 'q')) ? 0xFF : 0x7F)); // black queen
787
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_BISHOP]],     9.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'b') || (scene->gui.partspick_selectedpart == 'b')) ? 0xFF : 0x7F)); // black bishop
788
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_KNIGHT]],    10.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'n') || (scene->gui.partspick_selectedpart == 'n')) ? 0xFF : 0x7F)); // black knight
789
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_ROOK]],      11.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'r') || (scene->gui.partspick_selectedpart == 'r')) ? 0xFF : 0x7F)); // black rook
790
      Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_PAWN]],      12.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'p') || (scene->gui.partspick_selectedpart == 'p')) ? 0xFF : 0x7F)); // black pawn
791
 
792
#undef PARTSIZE_PCT
793
   }
794
 
795
   // draw GUI texts
796
   DRAW_TEXT_IF_NEEDED (scene->gui.comment_text); // move comments
797
   DRAW_TEXT_IF_NEEDED (scene->gui.history_text); // game history
798
   DRAW_TEXT_IF_NEEDED (scene->gui.clock_text); // game clock
799
 
800
   // draw the chatter channels text
801
   Render_GetTextBoundaries (-1, chat_fontindex, L"a", &rect);
802
   combined_height = rect.bottom; // get a string's height
803
 
804
   // cycle through all the chat strings...
805
   ccreply = NULL;
806
   for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
807
   {
808
      ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
809
      if ((ccreply->text[0] != 0) && (ccreply->arrival_time + 60.0f > current_time))
810
         break; // break at the first one that we should display
811
   }
812
 
813
   // have we some to display ?
814
   if (cchistory_index < scene->gui.cchistory_count)
815
   {
816
      // first, get the remaining text's combined height
817
      for (cchistory_index2 = cchistory_index; cchistory_index2 < scene->gui.cchistory_count; cchistory_index2++)
818
      {
819
         ccreply = &scene->gui.cchistory[cchistory_index2]; // quick access to CC reply
820
 
821
         combined_width = 10;
822
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, L"[] : ", &rect);
823
         combined_width += rect.right;
824
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->channelname, &rect);
825
         combined_width += rect.right;
826
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->nickname, &rect);
827
         combined_width += rect.right;
828
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->text, &rect);
829
         combined_height += rect.bottom; // add this string's height 
830
      }
831
 
832
      // now for each string remaining...
833
      for (; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
834
      {
835
         ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
836
         rect.right = 10;
837
         PRINT_CCREPLY (ccreply); // print CC reply on screen
838
         combined_height -= (rect.bottom - rect.top); // draw it from top of zone to bottom
839
      }
840
   }
841
 
842
   // are we online ?
843
   if (Player_FindByType (PLAYER_INTERNET) != NULL)
844
   {
845
      ccreply = &scene->gui.entered_ccreply;
846
      if (!scene->gui.is_entering_text)
847
         ccreply->color = RGBACOLOR_SETALPHA (ccreply->color, RGBACOLOR_ALPHA (ccreply->color) / 6); // if there's no text being entered, fade CC reply a lot
848
 
849
      rect.right = 10;
850
      PRINT_CCREPLY (ccreply); // print CC reply on screen
851
   }
852
 
853
   // print GUI texts
854
   DRAW_TEXT_IF_NEEDED (scene->gui.turn_text); // player turn's text
855
   DRAW_TEXT_IF_NEEDED (scene->gui.central_text); // central notification zone text
856
 
857
   // if needed, print the spinning wheel
858
   if (scene->gui.want_spinwheel)
859
      Render_DrawSprite (&sprites[spinner_spriteindex[(int) (10.0f * current_time) % 12]], 47.0f, 46.0f, 6.0f, 8.0f, 255);
860
 
861
   // are we in demo mode ? if so, display the program name as a watermark
862
#ifdef DEMO
863
   Render_wprintf (initial_width / 2, initial_height * 2 / 3, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex,
864
                   D3DCOLOR_RGBA (255, 255, 255, 191),
865
                   NULL, PROGRAM_NAME L" - " PROGRAM_URL L"\n- %d:%02d -", (int) (DEMO_TIMEOUT - current_time) / 60, (int) (DEMO_TIMEOUT - current_time) % 60);
866
#endif // DEMO
867
 
868
   // end 3D rendering on the back buffer
869
   //////////////////////////////////////
870
 
871
   d3ddev->EndScene (); // ends the 3D scene
872
   d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
873
 
874
   // update the frame rate
875
   if (framerate_time < current_time)
876
   {
877
      framerate_value = framerate_count;
878
      framerate_count = 0;
879
      framerate_time = current_time + 1.0f;
880
   }
881
   framerate_count++; // one frame more elapsed
882
 
883
   return; // finished
884
}
885
 
886
 
887
int Render_LoadMesh (const wchar_t *fmt, ...)
888
{
889
   // this function appends a new mesh in the global meshes buffer and returns its index
890
 
891
   static wchar_t meshfile_pathname[MAX_PATH];
892
   unsigned long hash;
893
   mesh_t *mesh;
894
   int mesh_index;
895
   va_list argptr;
896
 
897
   // concatenate all the arguments in one string
898
   va_start (argptr, fmt);
899
   wvsprintf (meshfile_pathname, fmt, argptr);
900
   va_end (argptr);
901
 
902
   // resolve wildcards and get content hash
903
   ResolveWildcard (meshfile_pathname, L".obj");
904
   hash = HashFile (meshfile_pathname);
905
 
906
   // now cycle through all our loaded meshes and see if it's already loaded
907
   for (mesh_index = 0; mesh_index < mesh_count; mesh_index++)
908
      if (meshes[mesh_index].hash == hash)
909
         return (mesh_index); // if we can find it, return its index so as not to load it twice
910
 
911
   // reallocate space to hold one mesh more
912
   meshes = (mesh_t *) SAFE_realloc (meshes, mesh_count, mesh_count + 1, sizeof (mesh_t), false);
913
   mesh = &meshes[mesh_count]; // quick access to the mesh we'll be working on
914
 
915
   // load the mesh
916
   if (!Render_LoadMesh_Obj (mesh, meshfile_pathname))
917
   {
918
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddMeshD3DXLoadMeshFromXFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
919
      return (-1); // bomb out on error
920
   }
921
 
922
   mesh->hash = hash; // save the hash
923
   mesh_count++; // we know now one mesh more
924
   return (mesh_count - 1); // return its index
925
}
926
 
927
 
928
int Render_LoadTexture (const wchar_t *fmt, ...)
929
{
930
   // this function appends a new texture in the global textures buffer and returns its index
931
 
932
   D3DSURFACE_DESC texture_description;
933
   wchar_t texturefile_pathname[MAX_PATH];
934
   static wchar_t *filename;
935
   unsigned long hash;
936
   int texture_index;
937
   va_list argptr;
938
 
939
   // concatenate all the arguments in one string
940
   va_start (argptr, fmt);
941
   wvsprintf (texturefile_pathname, fmt, argptr);
942
   va_end (argptr);
943
 
944
   // resolve wildcards and get content hash
945
   ResolveWildcard (texturefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
946
   hash = HashFile (texturefile_pathname);
947
 
948
   // now cycle through all our loaded textures and see if it's already loaded
949
   for (texture_index = 0; texture_index < texture_count; texture_index++)
950
      if (textures[texture_index].hash == hash)
951
         return (texture_index); // if we can find it, return its index so as not to load it twice
952
 
953
   // reallocate space to hold one texture more
954
   textures = (texture_t *) SAFE_realloc (textures, texture_count, texture_count + 1, sizeof (texture_t), false);
955
 
956
   // ask Direct3D to prepare texture data
957
   if (FAILED (D3DXCreateTextureFromFile (d3ddev, texturefile_pathname, &textures[texture_count].texture)))
958
   {
959
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
960
      return (-1); // bomb out on error
961
   }
962
 
963
   // get info on the newly loaded texture such as size etc.
964
   textures[texture_count].texture->GetLevelDesc (0, &texture_description);
965
   textures[texture_count].width = texture_description.Width; // save texture width (as loaded)
966
   textures[texture_count].height = texture_description.Height; // save texture height (as loaded)
967
   textures[texture_count].hash = hash; // save its hash
968
   texture_count++; // we know now one texture more
969
   return (texture_count - 1); // return its index
970
}
971
 
972
 
973
int Render_LoadFont (const wchar_t *font_name, int font_size, bool is_bold, bool is_italic)
974
{
975
   // this function appends a new font in the global fonts buffer and returns its index
976
 
977
   unsigned long pathname_hash;
978
   int font_index;
979
 
980
   // first, get the hash of the requested pathname (include font size and weight parameters)
981
   pathname_hash = HashString (font_name);
982
   pathname_hash += 3 * (unsigned long) font_size + 2 * (unsigned long) is_bold + (unsigned long) is_italic;
983
 
984
   // now cycle through all our loaded fonts and see if it's already loaded
985
   for (font_index = 0; font_index < font_count; font_index++)
986
      if (fonts[font_index].pathname_hash == pathname_hash)
987
         return (font_index); // if we can find it, return its index so as not to load it twice
988
 
989
   // reallocate space to hold one font more
990
   fonts = (font_t *) SAFE_realloc (fonts, font_count, font_count + 1, sizeof (font_t), false);
991
 
992
   // create a Direct3D font object and record font data
993
   if (FAILED (D3DXCreateFont (d3ddev, font_size, // font height
994
                               0, // font width
995
                               (is_bold ? FW_BOLD : FW_NORMAL), // font weight (bold, etc)
996
                               0, // miplevels
997
                               is_italic, // is italic
998
                               DEFAULT_CHARSET, // charset
999
                               OUT_DEFAULT_PRECIS, // precision
1000
                               CLEARTYPE_QUALITY, // font quality (antialiased or not)
1001
                               DEFAULT_PITCH | FF_DONTCARE, // font family
1002
                               font_name, // font name
1003
                               &fonts[font_count].font))) // and a pointer that will receive the font
1004
   {
1005
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddFontD3DXCreateFontFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
1006
      return (-1); // bomb out on error
1007
   }
1008
 
1009
   fonts[font_count].pathname_hash = pathname_hash; // save its hash
1010
   font_count++; // we know now one font more
1011
   return (font_count - 1); // return its index
1012
}
1013
 
1014
 
1015
int Render_LoadSprite (const wchar_t *fmt, ...)
1016
{
1017
   // this function appends a new sprite in the global sprites buffer and returns its index
1018
 
1019
   wchar_t spritefile_pathname[MAX_PATH];
1020
   unsigned long hash;
1021
   int sprite_index;
1022
   va_list argptr;
1023
 
1024
   // concatenate all the arguments in one string
1025
   va_start (argptr, fmt);
1026
   wvsprintf (spritefile_pathname, fmt, argptr);
1027
   va_end (argptr);
1028
 
1029
   // resolve wildcards and get content hash
1030
   ResolveWildcard (spritefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
1031
   hash = HashFile (spritefile_pathname);
1032
 
1033
   // now cycle through all our loaded sprites and see if it's already loaded
1034
   for (sprite_index = 0; sprite_index < sprite_count; sprite_index++)
1035
      if (sprites[sprite_index].hash == hash)
1036
         return (sprite_index); // if we can find it, return its index so as not to load it twice
1037
 
1038
   // reallocate space to hold one sprite more
1039
   sprites = (sprite_t *) SAFE_realloc (sprites, sprite_count, sprite_count + 1, sizeof (sprite_t), false);
1040
 
1041
   // ask Direct3D to prepare texture data
1042
   if (FAILED (D3DXCreateSprite (d3ddev, &sprites[sprite_count].sprite)))
1043
   {
1044
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
1045
      return (-1); // bomb out on error
1046
   }
1047
   sprites[sprite_count].texture_index = Render_LoadTexture (spritefile_pathname); // register and save sprite texture
1048
   sprites[sprite_count].hash = hash; // save its hash
1049
 
1050
   sprite_count++; // we know now one sprite more
1051
   return (sprite_count - 1); // return its index
1052
}
1053
 
1054
 
1055
int Render_MaterialIndexOf (const wchar_t *material_name)
1056
{
1057
   // this function returns the index of the material in the global materials array which has the specified name
1058
 
1059
   int material_index;
1060
 
1061
   // cycle through all materials and look whether one with the specified name exists
1062
   for (material_index = 0; material_index < material_count; material_index++)
1063
      if (_wcsicmp (materials[material_index].name, material_name) == 0)
1064
         return (material_index); // if we find one, return its index
1065
 
1066
   return (material_count - 1); // else return the index of the last material in list, which is the default material
1067
}
1068
 
1069
 
1070
void Render_MouseToFloor (short mouse_x, short mouse_y, float *floor_x, float *floor_y)
1071
{
1072
   // this function converts a mouse coordinates into floor coordinates by doing vector
1073
   // projection on the floor plane from the eyepoint of the camera
1074
 
1075
   static D3DXPLANE floor_plane;
1076
   static bool is_planefound = false;
1077
 
1078
   D3DXMATRIX projection_matrix;
1079
   D3DXMATRIX view_matrix;
1080
   D3DXMATRIX invertedview_matrix;
1081
   float mouse_pitch;
1082
   float mouse_yaw;
1083
   vector_t v_lookat;
1084
   vector_t v_intersection;
1085
 
1086
   // find the floor plane (only do it once)
1087
   if (!is_planefound)
1088
   {
1089
      D3DXPlaneFromPointNormal (&floor_plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1090
      is_planefound = true; // once and for all, as this plane will never change
1091
   }
1092
 
1093
   // get the current projection and view matrices, and invert the view matrix
1094
   d3ddev->GetTransform (D3DTS_PROJECTION, &projection_matrix);
1095
   d3ddev->GetTransform (D3DTS_VIEW, &view_matrix);
1096
   D3DXMatrixInverse (&invertedview_matrix, NULL, &view_matrix);
1097
 
1098
   // convert the mouse coordinates to relative pitch and yaw
1099
   mouse_pitch =  (((mouse_x * 2.0f) / current_width) - 1) / projection_matrix._11;
1100
   mouse_yaw = -(((mouse_y * 2.0f) / current_height) - 1) / projection_matrix._22;
1101
 
1102
   // now build a matrix that will describe the mouse direction vector, add it to the camera position, and make it 200 times longer
1103
   v_lookat.x = camera_position.x + (mouse_pitch * invertedview_matrix._11 + mouse_yaw * invertedview_matrix._21 + invertedview_matrix._31) * 200.0f;
1104
   v_lookat.y = camera_position.y + (mouse_pitch * invertedview_matrix._12 + mouse_yaw * invertedview_matrix._22 + invertedview_matrix._32) * 200.0f;
1105
   v_lookat.z = camera_position.z + (mouse_pitch * invertedview_matrix._13 + mouse_yaw * invertedview_matrix._23 + invertedview_matrix._33) * 200.0f;
1106
 
1107
   // and the intersection point with our ray
1108
   D3DXPlaneIntersectLine ((D3DXVECTOR3 *) &v_intersection, &floor_plane, (D3DXVECTOR3 *) &camera_position, (D3DXVECTOR3 *) &v_lookat);
1109
 
1110
   // now fill the return values
1111
   *floor_x = v_intersection.x;
1112
   *floor_y = v_intersection.y;
1113
 
1114
   return; // finished
1115
}
1116
 
1117
 
1118
bool Render_IsMouseInBox (short mouse_x, short mouse_y, float x_percent, float y_percent, float width_percent, float height_percent)
1119
{
1120
   // helper function that returns whether the mouse coordinates are inside a given square
1121
 
1122
   float mousex_percent;
1123
   float mousey_percent;
1124
 
1125
   // compute mouse coordinates in percents
1126
   mousex_percent = (float) (mouse_x * 100) / current_width;
1127
   mousey_percent = (float) (mouse_y * 100) / current_height;
1128
 
1129
   return ((mousex_percent >= x_percent) && (mousex_percent <= x_percent + width_percent)
1130
           && (mousey_percent >= y_percent) && (mousey_percent <= y_percent + height_percent));
1131
}
1132
 
1133
 
1134
static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname)
1135
{
1136
   // this function loads a mesh from a Wavefront Object file (.obj)
1137
 
1138
   #define OBJ_INCREASE_OR_RESIZE(count,maxcount,increment,arrayptr,type,erase) { \
1139
      (count)++; \
1140
      if ((count) == (maxcount)) \
1141
      { \
1142
         (arrayptr) = (type *) SAFE_realloc ((arrayptr), (maxcount), (maxcount) + (increment), sizeof (type), erase); \
1143
         (maxcount) += (increment); \
1144
      } \
1145
   }
1146
   #define OBJ_CONVERT_INDEX(element,current_element_count) if ((element) < 0) (element) = (current_element_count) + (element); else (element)--;
1147
   #define OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX(uniquevertex) \
1148
   { \
1149
      hash = &hashtable[*((unsigned long *) &obj.vs[(uniquevertex).iv].x) & 0xFF]; \
1150
      for (vertex_index = 0; vertex_index < hash->count; vertex_index++) \
1151
         if ((memcmp (&vertices[hash->indices[vertex_index]].position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)) == 0) \
1152
             && (memcmp (&vertices[hash->indices[vertex_index]].normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)) == 0) \
1153
             && (memcmp (&vertices[hash->indices[vertex_index]].texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)) == 0)) \
1154
            break; \
1155
      if (vertex_index == hash->count) \
1156
      { \
1157
         vertex_index = mesh->vertice_count; \
1158
         current_vertex = &vertices[vertex_index]; \
1159
         memset (current_vertex, 0, sizeof (vertex_t)); \
1160
         memcpy (&current_vertex->position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)); \
1161
         if ((uniquevertex).in > -1) \
1162
            memcpy (&current_vertex->normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)); \
1163
         if ((uniquevertex).itc > -1) \
1164
            memcpy (&current_vertex->texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)); \
1165
         hash = &hashtable[*((unsigned long *) &current_vertex->normal.x) & 0xFF]; \
1166
         hash->indices = (long *) SAFE_realloc (hash->indices, hash->count, hash->count + 1, sizeof (long), false); \
1167
         hash->indices[hash->count] = vertex_index; \
1168
         hash->count++; \
1169
         mesh->vertice_count++; \
1170
      } \
1171
      else \
1172
         vertex_index = hash->indices[vertex_index]; \
1173
   }
1174
 
1175
   typedef struct obj_uniquevertex_s { long iv, in, itc; } obj_uniquevertex_t;
1176
   typedef struct obj_face_s { obj_uniquevertex_t v1, v2, v3; } obj_face_t;
1177
   typedef struct obj_hashbucket_s { int count; long *indices; /* mallocated */ } obj_hashbucket_t;
1178
   typedef struct objfile_s
1179
   {
1180
      vector_t *vs; long v_count; long v_maxcount; // array mallocated to v_maxcount
1181
      vector_t *ns; long n_count; long n_maxcount; // array mallocated to n_maxcount
1182
      texcoord_t *tcs; long tc_count; long tc_maxcount; // array mallocated to tc_maxcount
1183
      obj_face_t *fs; long f_count; long f_maxcount; // array mallocated to f_maxcount
1184
   } objfile_t;
1185
 
1186
   static obj_hashbucket_t hashtable[256];
1187
   objfile_t obj;
1188
   obj_hashbucket_t *hash;
1189
   obj_face_t *f;
1190
   vertex_t *vertices; // mallocated
1191
   unsigned long *indices; // mallocated
1192
   vertex_t *current_vertex;
1193
   struct _stat fileinfo;
1194
   char *filedata; // mallocated
1195
   char *fileptr;
1196
   int vertex_index;
1197
   int array_index;
1198
   void *ptr_to;
1199
   FILE *fp;
1200
 
1201
   // open the mesh file and read it as a whole
1202
   _wstat (objfile_pathname, &fileinfo);
1203
   _wfopen_s (&fp, objfile_pathname, L"rb");
1204
   if (fp == NULL)
1205
      return (false); // bomb out on error
1206
   filedata = (char *) SAFE_malloc (fileinfo.st_size, sizeof (char), false); // mallocate space for data
1207
   fread (filedata, fileinfo.st_size, 1, fp); // read file as a whole
1208
   fclose (fp); // file is read, close it
1209
 
1210
   // allocate space for an arbitrary amount of vertices, texture coordinates, normals and faces
1211
   memset (&obj, 0, sizeof (obj));
1212
   obj.v_maxcount = 10000; obj.vs = (vector_t *) SAFE_malloc (obj.v_maxcount, sizeof (vector_t), false);
1213
   obj.n_maxcount = 10000; obj.ns = (vector_t *) SAFE_malloc (obj.n_maxcount, sizeof (vector_t), false);
1214
   obj.tc_maxcount = 10000; obj.tcs = (texcoord_t *) SAFE_malloc (obj.tc_maxcount, sizeof (texcoord_t), false);
1215
   obj.f_maxcount = 5000; obj.fs = (obj_face_t *) SAFE_malloc (obj.f_maxcount, sizeof (obj_face_t), true); // zero out the faces array (IMPORTANT !)
1216
 
1217
   // read file line per line...
1218
   fileptr = filedata - 1; // start parsing line after line
1219
   while (fileptr != NULL)
1220
   {
1221
      fileptr++; // skip the line feed (or reach the first character, if it's the first pass)
1222
 
1223
      // is it a vertex-related line ?
1224
      if (fileptr[0] == L'v')
1225
      {
1226
         // is it a vertex, a normal or a texture coordinate ?
1227
         if ((fileptr[1] == L' ') && (sscanf_s (&fileptr[2], "%f %f %f", &obj.vs[obj.v_count].x, &obj.vs[obj.v_count].y, &obj.vs[obj.v_count].z) == 3))
1228
            OBJ_INCREASE_OR_RESIZE (obj.v_count, obj.v_maxcount, 10000, obj.vs, vector_t, false) // one vertex more has been read
1229
         else if ((fileptr[1] == L'n') && (sscanf_s (&fileptr[3], "%f %f %f", &obj.ns[obj.n_count].x, &obj.ns[obj.n_count].y, &obj.ns[obj.n_count].z) == 3))
1230
            OBJ_INCREASE_OR_RESIZE (obj.n_count, obj.n_maxcount, 10000, obj.ns, vector_t, false) // one normal more has been read
1231
         else if ((fileptr[1] == L't') && (sscanf_s (&fileptr[3], "%f %f", &obj.tcs[obj.tc_count].u, &obj.tcs[obj.tc_count].v) == 2))
1232
            OBJ_INCREASE_OR_RESIZE (obj.tc_count, obj.tc_maxcount, 10000, obj.tcs, texcoord_t, false) // one texture coordinate more has been read
1233
      }
1234
 
1235
      // else is it a face-related line ?
1236
      else if (fileptr[0] == L'f')
1237
      {
1238
         // get a quick pointer to current face (note: it's been already blanked out by malloc())
1239
         f = &obj.fs[obj.f_count];
1240
 
1241
         // is it a face with normals, a face without normals or a face without normals and texture coordinates ?
1242
         if ((sscanf_s (&fileptr[2], "%d/%d/%d %d/%d/%d %d/%d/%d", &f->v1.iv, &f->v1.itc, &f->v1.in, &f->v2.iv, &f->v2.itc, &f->v2.in, &f->v3.iv, &f->v3.itc, &f->v3.in) == 9)
1243
             || (sscanf_s (&fileptr[2], "%d/%d %d/%d %d/%d", &f->v3.iv, &f->v3.itc, &f->v2.iv, &f->v2.itc, &f->v3.iv, &f->v3.itc) == 6)
1244
             || (sscanf_s (&fileptr[2], "%d %d %d", &f->v3.iv, &f->v2.iv, &f->v3.iv) == 6))
1245
         {
1246
            OBJ_CONVERT_INDEX (f->v1.iv, obj.v_count);
1247
            OBJ_CONVERT_INDEX (f->v1.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1248
            OBJ_CONVERT_INDEX (f->v1.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1249
            OBJ_CONVERT_INDEX (f->v2.iv, obj.v_count);
1250
            OBJ_CONVERT_INDEX (f->v2.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1251
            OBJ_CONVERT_INDEX (f->v2.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1252
            OBJ_CONVERT_INDEX (f->v3.iv, obj.v_count);
1253
            OBJ_CONVERT_INDEX (f->v3.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1254
            OBJ_CONVERT_INDEX (f->v3.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1255
            OBJ_INCREASE_OR_RESIZE (obj.f_count, obj.f_maxcount, 5000, obj.fs, obj_face_t, true) // one face more has been read
1256
         }
1257
      }
1258
 
1259
      fileptr = strchr (fileptr, '\n'); // proceed to next line
1260
   }
1261
 
1262
   // now build our final vertex and index list
1263
   vertices = (vertex_t *) SAFE_malloc (3 * obj.f_count, sizeof (vertex_t), false); // mallocate for the max number of vertices we can have
1264
   indices = (unsigned long *) SAFE_malloc (3 * obj.f_count, sizeof (unsigned long), false); // mallocate for the right amount of indices
1265
 
1266
   // t3h mighty l00p ^^ (builds vertex and index buffers)
1267
   memset (hashtable, 0, sizeof (hashtable)); // wipe out the hashtable
1268
   mesh->vertice_count = 0; // start with an unoptimized list
1269
   for (array_index = 0; array_index < obj.f_count; array_index++)
1270
   {
1271
      f = &obj.fs[array_index]; // quick access to current face
1272
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v1);
1273
      indices[3 * array_index + 0] = vertex_index;
1274
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v2);
1275
      indices[3 * array_index + 1] = vertex_index;
1276
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v3);
1277
      indices[3 * array_index + 2] = vertex_index;
1278
   }
1279
 
1280
   // now create a correctly-sized DirectX vertex buffer and populate it
1281
   mesh->vertex_format = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
1282
   mesh->vertice_size = sizeof (vertex_t);
1283
   d3ddev->CreateVertexBuffer (mesh->vertice_count * mesh->vertice_size, // length
1284
                               D3DUSAGE_DYNAMIC, // usage
1285
                               mesh->vertex_format, // vertex format
1286
                               D3DPOOL_DEFAULT, // pool type
1287
                               &mesh->d3dvertices, // pointer to the vertex buffer pointer
1288
                               NULL); // shared handle
1289
   mesh->d3dvertices->Lock (0, mesh->vertice_count * mesh->vertice_size, &ptr_to, D3DLOCK_DISCARD);
1290
   memcpy (ptr_to, vertices, mesh->vertice_count * mesh->vertice_size);
1291
   mesh->d3dvertices->Unlock ();
1292
 
1293
   // create a correctly-sized DirectX index buffer and populate it
1294
   mesh->is_indexed = true; // remember that we're building an index buffer
1295
   mesh->indice_count = obj.f_count * 3;
1296
   mesh->indice_size = (mesh->indice_count <= (int) USHRT_MAX ? 2 : 4);
1297
   d3ddev->CreateIndexBuffer (mesh->indice_count * mesh->indice_size, // length
1298
                              D3DUSAGE_DYNAMIC, // usage
1299
                              (mesh->indice_size == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32), // format (here, 16 or 32-bit)
1300
                              D3DPOOL_DEFAULT, // pool type
1301
                              &mesh->d3dindices, // pointer to the index buffer pointer
1302
                              NULL); // shared handle
1303
   mesh->d3dindices->Lock (0, mesh->indice_count * mesh->indice_size, &ptr_to, D3DLOCK_DISCARD);
1304
   if (mesh->indice_size == 2)
1305
      for (array_index = 0; array_index < mesh->indice_count; array_index++)
1306
         ((unsigned short *) ptr_to)[array_index] = (unsigned short) indices[array_index];
1307
   else
1308
      memcpy (ptr_to, indices, mesh->indice_count * mesh->indice_size);
1309
   mesh->d3dindices->Unlock ();
1310
 
1311
   // finished, free the temporary objects
1312
   for (array_index = 0; array_index < sizeof (hashtable) / sizeof (obj_hashbucket_t); array_index++)
1313
      SAFE_free ((void **) &hashtable[array_index].indices);
1314
   SAFE_free ((void **) &indices);
1315
   SAFE_free ((void **) &vertices);
1316
   SAFE_free ((void **) &obj.vs);
1317
   SAFE_free ((void **) &obj.ns);
1318
   SAFE_free ((void **) &obj.tcs);
1319
   SAFE_free ((void **) &obj.fs);
1320
   SAFE_free ((void **) &filedata);
1321
 
1322
   return (true); // Wavefront Object successfully loaded, return TRUE
1323
 
1324
   #undef OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX
1325
   #undef OBJ_CONVERT_INDEX
1326
   #undef OBJ_INCREASE_OR_RESIZE
1327
}
1328
 
1329
 
1330
static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject)
1331
{
1332
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1333
 
1334
   D3DXMATRIX rotation_matrix;
1335
   D3DXMATRIX translation_matrix;
1336
   D3DXMATRIX reflect_matrix;
1337
   D3DXMATRIX scaling_matrix;
1338
   material_t *material;
1339
   D3DMATERIAL9 d3dmaterial;
1340
   D3DXPLANE plane;
1341
   mesh_t *mesh;
1342
   mesh_t *tile_mesh;
1343
   float alpha;
1344
 
1345
   // draw the reflection below this mesh
1346
 
1347
   // quick access to meshes
1348
   mesh = &meshes[sceneobject->mesh_index];
1349
   tile_mesh = &meshes[theme->tile_meshindex];
1350
 
1351
   // set the world transform at location
1352
   D3DXPlaneFromPointNormal (&plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1353
   D3DXMatrixReflect (&reflect_matrix, &plane);
1354
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, -sceneobject->pitch * TO_RADIANS, 0.0f, -sceneobject->yaw * TO_RADIANS);
1355
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, -sceneobject->z);
1356
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1357
 
1358
   // tell Direct3D about our matrix
1359
   d3ddev->SetTransform (D3DTS_WORLD, &(reflect_matrix * scaling_matrix * rotation_matrix * translation_matrix));
1360
 
1361
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer
1362
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_LESS); // instruct how to fill the stencil buffer
1363
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); // instruct how to fill the stencil buffer
1364
 
1365
   // set the texture for this mesh
1366
   if (sceneobject->texture_index != -1)
1367
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1368
   else
1369
      d3ddev->SetTexture (0, NULL);
1370
 
1371
   // adjust the light reflection properties by setting the material
1372
   if (sceneobject->material_index != -1)
1373
      material = &materials[sceneobject->material_index]; // use the specified scene object material
1374
   else
1375
      material = &materials[material_count - 1]; // scene object material unspecified, use default material
1376
   alpha = theme->reflection_alpha / 256.0f;
1377
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency * alpha); // Alpha value not used according to SDK
1378
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency * alpha);
1379
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency * alpha); // Alpha value not used according to SDK
1380
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency * alpha); // Alpha value not used according to SDK
1381
   d3dmaterial.Power = material->shininess;
1382
   d3ddev->SetMaterial (&d3dmaterial);
1383
 
1384
   // draw the mesh subset
1385
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1386
   d3ddev->SetFVF (mesh->vertex_format);
1387
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1388
   if (mesh->is_indexed)
1389
   {
1390
      d3ddev->SetIndices (mesh->d3dindices);
1391
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1392
   }
1393
   else
1394
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1395
 
1396
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // and disable the stencil buffer
1397
 
1398
   // now draw the simple shadow below this mesh
1399
 
1400
   // grab the tools we need in hand
1401
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable the Z buffer
1402
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB (255, 255, 255)); // raise ambient light
1403
 
1404
   // position the simple shadow sprite
1405
   D3DXMatrixScaling (&scaling_matrix, max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), 0.0f);
1406
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, 0.0f);
1407
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * translation_matrix));
1408
 
1409
   // adjust the light reflection properties by setting the material
1410
   material = &materials[material_count - 1]; // use the default material
1411
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1412
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1413
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1414
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1415
   d3dmaterial.Power = material->shininess;
1416
   d3ddev->SetMaterial (&d3dmaterial);
1417
 
1418
   d3ddev->SetTexture (0, textures[theme->shadow_textureindex].texture); // select the texture we want
1419
 
1420
   // and then draw it
1421
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1422
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1423
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1424
   if (tile_mesh->is_indexed)
1425
   {
1426
      d3ddev->SetIndices (tile_mesh->d3dindices);
1427
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1428
   }
1429
   else
1430
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1431
 
1432
   // finished, reset ambient light to its previous value and enable the Z buffer back
1433
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1434
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
1435
 
1436
   return; // finished
1437
}
1438
 
1439
 
1440
static void Render_DrawSceneObject (sceneobject_t *sceneobject)
1441
{
1442
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1443
 
1444
   D3DXMATRIX rotation_matrix;
1445
   D3DXMATRIX translation_matrix;
1446
   D3DXMATRIX scaling_matrix;
1447
   material_t *material;
1448
   D3DMATERIAL9 d3dmaterial;
1449
   mesh_t *mesh;
1450
 
1451
   // is this object a tile (i.e, it has no mesh) ?
1452
   if (sceneobject->mesh_index == -1)
1453
   {
1454
      Render_DrawSceneTile (sceneobject); // then draw it as a tile instead
1455
      return; // and return
1456
   }
1457
 
1458
   // quick access to mesh
1459
   mesh = &meshes[sceneobject->mesh_index];
1460
 
1461
   // set the world transform at location
1462
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1463
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1464
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1465
 
1466
   // tell Direct3D about our matrix
1467
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1468
 
1469
   // set the texture for this mesh
1470
   if (sceneobject->texture_index != -1)
1471
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1472
   else
1473
      d3ddev->SetTexture (0, NULL);
1474
 
1475
   // adjust the light reflection properties by setting the material
1476
   if (sceneobject->material_index != -1)
1477
      material = &materials[sceneobject->material_index];
1478
   else
1479
      material = &materials[material_count - 1];
1480
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1481
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1482
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1483
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1484
   d3dmaterial.Power = material->shininess;
1485
   d3ddev->SetMaterial (&d3dmaterial);
1486
 
1487
   // draw the mesh subset
1488
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1489
   d3ddev->SetFVF (mesh->vertex_format);
1490
 
1491
   // is there transparency on this mesh ?
1492
   if (material->transparency < 1)
1493
   {
1494
      d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1495
      if (mesh->is_indexed)
1496
      {
1497
         d3ddev->SetIndices (mesh->d3dindices);
1498
         d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1499
      }
1500
      else
1501
         d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1502
   }
1503
 
1504
   // now draw the front faces
1505
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CCW); // draw the front faces
1506
   if (mesh->is_indexed)
1507
   {
1508
      d3ddev->SetIndices (mesh->d3dindices);
1509
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1510
   }
1511
   else
1512
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1513
 
1514
   return; // finished
1515
}
1516
 
1517
 
1518
static void Render_DrawSceneTile (sceneobject_t *sceneobject)
1519
{
1520
   // fast helper to draw a tile (i.e, an object that doesn't have a mesh) at a specified location
1521
 
1522
   D3DXMATRIX rotation_matrix;
1523
   D3DXMATRIX translation_matrix;
1524
   D3DXMATRIX scaling_matrix;
1525
   material_t *material;
1526
   D3DMATERIAL9 d3dmaterial;
1527
   mesh_t *tile_mesh;
1528
 
1529
   tile_mesh = &meshes[theme->tile_meshindex]; // quick access to tile mesh
1530
 
1531
   // grab the tools we need in hand
1532
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_RGBA (0xFF, 0xFF, 0xFF, 0xFF)); // raise light
1533
 
1534
   // set the world transform at location
1535
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1536
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1537
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1538
 
1539
   // tell Direct3D about our matrix
1540
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1541
 
1542
   // adjust the light reflection properties by setting the material
1543
   material = &materials[material_count - 1]; // use the default material for tiles
1544
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->ambient);
1545
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->diffuse);
1546
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->emissive);
1547
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->specular);
1548
   d3dmaterial.Power = material->shininess;
1549
   d3ddev->SetMaterial (&d3dmaterial);
1550
 
1551
   // select the texture we want
1552
   d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1553
 
1554
   // and then draw it
1555
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1556
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1557
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1558
   if (tile_mesh->is_indexed)
1559
   {
1560
      d3ddev->SetIndices (tile_mesh->d3dindices);
1561
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1562
   }
1563
   else
1564
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1565
 
1566
   // finished, reset ambient light to its previous value
1567
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1568
 
1569
   return; // finished
1570
}
1571
 
1572
 
1573
static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha)
1574
{
1575
   // fast helper to draw a sprite at a specified location with certain parameters
1576
 
1577
   D3DXMATRIX scaling_matrix;
1578
   texture_t *texture;
1579
   float scale_x;
1580
   float scale_y;
1581
 
1582
   texture = &textures[sprite->texture_index]; // quick access to sprite's texture
1583
 
1584
   scale_x = (width_percent * (float) initial_width) / (float) (100 * texture->width);
1585
   scale_y = (height_percent * (float) initial_height) / (float) (100 * texture->height);
1586
 
1587
   // start rendering the sprite (an optimized version would draw all sprites in a row...)
1588
   sprite->sprite->Begin (D3DXSPRITE_ALPHABLEND);
1589
 
1590
   // scale and position the sprite
1591
   D3DXMatrixTransformation2D (&scaling_matrix, // output matrix
1592
                               NULL, // scaling center
1593
                               0.0f, // scaling rotation
1594
                               &D3DXVECTOR2 (scale_x, scale_y), // scaling ratio
1595
                               &D3DXVECTOR2 (0, 0), // rotation center
1596
                               0.0f, // rotation
1597
                               &D3DXVECTOR2 (x_percent * (float) initial_width / 100.0f, y_percent * (float) initial_height / 100.0f)); // translation
1598
   sprite->sprite->SetTransform (&scaling_matrix); // tell the sprite about the scaling and position transform
1599
 
1600
   // now draw the sprite with the specified alpha and finish rendering
1601
   sprite->sprite->Draw (texture->texture, NULL, NULL, NULL, D3DCOLOR_ARGB (alpha, 255, 255, 255));
1602
   sprite->sprite->End ();
1603
 
1604
   return; // finished
1605
}
1606
 
1607
 
1608
static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect)
1609
{
1610
   // this function computes and returns the size of the rectangle the specified text will fit into. Note that text may be modified
1611
   // to insert new lines if it doesn't fit in a single line.
1612
 
1613
   int char_index;
1614
   int length;
1615
   int optimal_length;
1616
   bool have_split;
1617
 
1618
   // blank out the output rectangle
1619
   memset (rect, 0, sizeof (RECT));
1620
 
1621
   // ask direct3D to compute the text size a first time
1622
   fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1623
 
1624
   // if max width is not set, set it to viewport width
1625
   if (max_width < 0)
1626
      max_width = initial_width; // then use it to compute the real max width
1627
 
1628
   // do we need more than one line ?
1629
   if (rect->right > max_width)
1630
   {
1631
      // see how many lines we need and compute the optimal length of one line
1632
      length = wcslen (text);
1633
      optimal_length = length / (1 + rect->right / (int) max_width);
1634
      have_split = false;
1635
      for (char_index = optimal_length; char_index < length; char_index++)
1636
         if (iswspace (text[char_index]))
1637
         {
1638
            text[char_index] = L'\n'; // interpolate linefeeds into string
1639
            have_split = true; // remember string has been split
1640
            char_index += optimal_length;
1641
         }
1642
 
1643
      // and ask direct3D to compute the text size again
1644
      fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1645
   }
1646
 
1647
   return; // finished
1648
}
1649
 
1650
 
1651
static void Render_wprintf (int x, int y, int max_width, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...)
1652
{
1653
   // this function displays text on the Direct3D interface according to the given parameters. X and Y are the base coordinates of
1654
   // the text's bounding rectangle. Max_width is the maximum allowed width of this rectangle before wrapping words on a new line.
1655
   // Horiz_align and vert_align are the alignment parameters of the RECTANGLE relatively to X and Y. Text_align is the alignment of
1656
   // the TEXT inside this rectangle (meaning, you can have right-aligned text in a rectangle that is centered on a point). Font_id
1657
   // and color.alphargb define the font and color of the text. Out_rect, if filled, will point to a RECT structure describing the text's
1658
   // bounding rectangle, after any word wrapping corrections have been made. Fmt is a format string containing the text itself,
1659
   // printf-style.
1660
 
1661
   va_list argptr;
1662
   RECT rect;
1663
   int left;
1664
   int top;
1665
 
1666
   // concatenate all the arguments in one string
1667
   va_start (argptr, fmt);
1668
   wvsprintf (printf_buffer, fmt, argptr);
1669
   va_end (argptr);
1670
 
1671
   // get the text boundaries
1672
   Render_GetTextBoundaries (max_width, font_id, printf_buffer, &rect);
1673
 
1674
   // horizontal alignment
1675
   if (horiz_align == ALIGN_LEFT)
1676
      left = x;
1677
   else if (horiz_align == ALIGN_RIGHT)
1678
      left = x - rect.right;
1679
   else
1680
      left = x - rect.right / 2;
1681
 
1682
   // vertical alignment
1683
   if (vert_align == ALIGN_TOP)
1684
      top = y;
1685
   else if (vert_align == ALIGN_BOTTOM)
1686
      top = y - rect.bottom;
1687
   else
1688
      top = y - rect.bottom / 2;
1689
 
1690
   // now reposition our rectangle correctly acording to alignment
1691
   OffsetRect (&rect, left, top);
1692
 
1693
   // and draw the text
1694
   if (text_align == ALIGN_LEFT)
1695
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_LEFT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1696
   else if (horiz_align == ALIGN_RIGHT)
1697
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_RIGHT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1698
   else
1699
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_CENTER, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1700
 
1701
   // do we want the output rectangle ?
1702
   if (out_rect != NULL)
1703
      memcpy (out_rect, &rect, sizeof (rect)); // if so, copy it in the given variable
1704
 
1705
   return; // finished
1706
}
1707
 
1708
 
1709
static float DistanceToCamera (float x, float y, float z)
1710
{
1711
   // this function computes the distance of the point at coordinates x,y,z to the camera
1712
 
1713
   vector_t displacement;
1714
 
1715
   // compute displacement...
1716
   displacement.x = x - camera_position.x;
1717
   displacement.y = y - camera_position.y;
1718
   displacement.z = z - camera_position.z;
1719
 
1720
   // ...and then Pythagores in 3D
1721
   return (sqrtf (displacement.x * displacement.x + displacement.y * displacement.y + displacement.z * displacement.z));
1722
}
1723
 
1724
 
1725
static float FadeFloat (float from, float to, float start_time, float end_time)
1726
{
1727
   // helper function to return a progressive variation between from and to based on time
1728
 
1729
   if (end_time < current_time)
1730
      return (to);
1731
 
1732
   //      base + (variation) * (               fraction of completion               )
1733
   return (from + (to - from) * (current_time - start_time) / (end_time - start_time));
1734
}
1735
 
1736
 
1737
static unsigned long HashString (const wchar_t *string_buffer)
1738
{
1739
   // super fast string hash function, code courtesy of
1740
   // http://www.azillionmonkeys.com/qed/hash.html
1741
 
1742
   unsigned long length;
1743
   unsigned long hash;
1744
   unsigned long tmp;
1745
   int remaining;
1746
 
1747
   // first, get the string length and start with this as a hash value
1748
   length = wcslen (string_buffer) * sizeof (wchar_t);
1749
   hash = length;
1750
 
1751
   // figure out how many bytes there will remain after 32-bit processing
1752
   remaining = length & 3;
1753
   length >>= 2;
1754
 
1755
   // main loop, process 32-bit blocks
1756
   for ( ; length > 0; length--)
1757
   {
1758
      hash += *((const unsigned short *) string_buffer);
1759
      tmp = ((*((const unsigned short *) (string_buffer + 2))) << 11) ^ hash;
1760
      hash = (hash << 16) ^ tmp;
1761
      string_buffer += 2 * sizeof (unsigned short);
1762
      hash += hash >> 11;
1763
   }
1764
 
1765
   // handle the remaining bytes
1766
   if (remaining == 3)
1767
   {
1768
      hash += *((const unsigned short *) string_buffer);
1769
      hash ^= hash << 16;
1770
      hash ^= string_buffer[sizeof (unsigned short)] << 18;
1771
      hash += hash >> 11;
1772
   }
1773
   else if (remaining == 2)
1774
   {
1775
      hash += *((const unsigned short *) string_buffer);
1776
      hash ^= hash << 11;
1777
      hash += hash >> 17;
1778
   }
1779
   else if (remaining == 1)
1780
   {
1781
      hash += *string_buffer;
1782
      hash ^= hash << 10;
1783
      hash += hash >> 1;
1784
   }
1785
 
1786
   // force "avalanching" of final 127 bits
1787
   hash ^= hash << 3;
1788
   hash += hash >> 5;
1789
   hash ^= hash << 4;
1790
   hash += hash >> 17;
1791
   hash ^= hash << 25;
1792
   hash += hash >> 6;
1793
 
1794
   return (hash); // finished, return the hash value
1795
}
1796
 
1797
 
1798
static unsigned long HashFile (const wchar_t *file_pathname)
1799
{
1800
   // super fast file content pseudo-hash function
1801
 
1802
   unsigned short value;
1803
   struct _stat fileinfo;
1804
   FILE *fp;
1805
 
1806
   // first, get info about the file
1807
   if (_wstat (file_pathname, &fileinfo) != 0)
1808
      return ((unsigned long) time (NULL)); // if file can't be open, return a random number
1809
 
1810
   // open the file
1811
   _wfopen_s (&fp, file_pathname, L"rb");
1812
   if (fp == NULL)
1813
      return ((unsigned long) time (NULL)); // if file can't be open, return a random number
1814
 
1815
   // seek at 2/3 of file size (if file is small enough, return only its content)
1816
   if (fileinfo.st_size >= 4)
1817
   {
1818
      fseek (fp, fileinfo.st_size * 2 / 3, SEEK_SET); // seek at 2/3 of file
1819
      fread (&value, 2, 1, fp); // and read a word here
1820
   }
1821
   else if (fileinfo.st_size >= 2)
1822
      fread (&value, 2, 1, fp);
1823
   else if (fileinfo.st_size == 1)
1824
      value = fgetc (fp);
1825
   else
1826
      value = 0;
1827
 
1828
   // finished, close the file
1829
   fclose (fp);
1830
 
1831
   // and return a hash composed of the 16 lower bits of the file size and the value we read
1832
   return ((unsigned long) (fileinfo.st_size << 16) | (unsigned long) value);
1833
}
1834
 
1835
 
1836
static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars)
1837
{
1838
   // this function resolves a pathname ending with .* by testing with various possible
1839
   // file extensions until one of the files formed that way is found to exist.
1840
 
1841
   static wchar_t extension_list[256]; // needs to be modifiable for strtok()
1842
   wchar_t *current_extension;
1843
   wchar_t *wcstok_context;
1844
   struct _stat fileinfo;
1845
   int length;
1846
 
1847
   wcscpy_s (extension_list, WCHAR_SIZEOF (extension_list), extensions_separated_by_bars);
1848
   length = wcslen (file_pathname); // get pathname length
1849
 
1850
   // does the pathname we want NOT end with a wildcard ?
1851
   if ((length < 2) || (wcscmp (&file_pathname[length - 2], L".*") != 0))
1852
      return; // no need to resolve anything
1853
 
1854
   // test each extension and see if a corresponding file exists
1855
   current_extension = wcstok_s (extension_list, L"|", &wcstok_context);
1856
   while (current_extension != NULL)
1857
   {
1858
      if (*current_extension == L'.')
1859
         current_extension++; // if current extension starts with a dot, skip it
1860
      wcscpy_s (&file_pathname[length - 1], wcslen (current_extension) + 1, current_extension);
1861
      if (_wstat (file_pathname, &fileinfo) == 0)
1862
         return; // found a file with this extension
1863
      current_extension = wcstok_s (NULL, L"|", &wcstok_context);
1864
   }
1865
 
1866
   wcscpy_s (&file_pathname[length - 1], 2, L"*");
1867
   return; // if none of these extensions match, put the wildcard back and return
1868
}
1869
 
1870
 
1871
static int SortReflectedObjects (const void *object1, const void *object2)
1872
{
1873
   // callback function used by qsort() when sorting the reflected objects according to their distance to the viewer
1874
 
1875
   return ((int) (1000.0f * (((reflectedobject_t *) object2)->distance - ((reflectedobject_t *) object1)->distance)));
1876
}