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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
// handy macro to print a chatter channel reply
18
#define PRINT_CCREPLY(ccreply) \
19
{ \
124 pmbaty 20
   Render_wprintf (rect.right * 100.0f / initial_width, 100 - combinedheight_percent, (initial_width - rect.right) * 100.0f / initial_width, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
1 pmbaty 21
                   chat_fontindex, (ccreply)->color, &rect, \
22
                   L"["); \
124 pmbaty 23
   Render_wprintf (rect.right * 100.0f / initial_width, 100 - combinedheight_percent, (initial_width - rect.right) * 100.0f / initial_width, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
1 pmbaty 24
                   chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
25
                   (ccreply)->channelname); \
124 pmbaty 26
   Render_wprintf (rect.right * 100.0f / initial_width, 100 - combinedheight_percent, (initial_width - rect.right) * 100.0f / initial_width, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
1 pmbaty 27
                   chat_fontindex, (ccreply)->color, &rect, \
28
                   L"] "); /* closing bracket + non-breakable space */ \
124 pmbaty 29
   Render_wprintf (rect.right * 100.0f / initial_width, 100 - combinedheight_percent, (initial_width - rect.right) * 100.0f / initial_width, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
1 pmbaty 30
                   chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
31
                   (ccreply)->nickname); \
124 pmbaty 32
   Render_wprintf (rect.right * 100.0f / initial_width, 100 - combinedheight_percent, (initial_width - rect.right) * 100.0f / initial_width, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
1 pmbaty 33
                   chat_fontindex, (ccreply)->color, &rect, \
34
                   L": "); /* colon + non-breakable space */ \
35
   if ((ccreply)->text != NULL) \
124 pmbaty 36
      Render_wprintf (rect.right * 100.0f / initial_width, 100 - combinedheight_percent, (initial_width - rect.right) * 100.0f / initial_width, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
1 pmbaty 37
                      chat_fontindex, (ccreply)->color, &rect, \
38
                      (ccreply)->text); \
39
}
40
 
41
 
42
// handy macro to draw a GUI button
43
#define DRAW_BUTTON_IF_NEEDED(button) \
44
{ \
45
   if ((button).state != 0) \
124 pmbaty 46
   { \
1 pmbaty 47
      Render_DrawSprite (&sprites[(button).sprite_index], (button).left, (button).top, (button).width, (button).height, ((button).state == 2 ? 0xFF : 0x7F)); \
124 pmbaty 48
      if ((button).text[0] != 0) \
49
         Render_wprintf ((button).left + (button).width / 2.0f, (button).top + (button).height / 2.0f, (button).width, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex, D3DCOLOR_ARGB (255, 255, 255, /*alpha*/ ((button).state == 2 ? 0xFF : 0x7F)), NULL, (button).text); \
50
   } \
1 pmbaty 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
   { \
124 pmbaty 59
      Render_wprintf ((text).xpos_percent, (text).ypos_percent, \
60
                      (text).maxwidth_percent, (text).horizontal_align, (text).vertical_align, (text).text_align, (text).font_index, \
1 pmbaty 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
6 pmbaty 184
static int initial_width = 0; // initial width of the render surface, in pixels (typically equal to the max displayable size)
185
static int initial_height = 0; // initial height of the render surface, in pixels (typically equal to the max displayable size)
1 pmbaty 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;
5 pmbaty 193
static bool is_fsaa_supported = false;
1 pmbaty 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);
124 pmbaty 205
static void Render_GetTextBoundaries (float maxwidth_percent, int font_id, wchar_t *text, RECT *rect);
206
static void Render_wprintf (float x_percent, float y_percent, float maxwidth_percent, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...);
1 pmbaty 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
 
116 pmbaty 215
bool Render_Init (const wchar_t *fmt, ...)
1 pmbaty 216
{
217
   // this function sets up and initializes Direct3D
218
 
116 pmbaty 219
   static wchar_t splashscreen_pathname[MAX_PATH];
1 pmbaty 220
   static wchar_t *default_materialname = L"default";
116 pmbaty 221
   va_list argptr;
1 pmbaty 222
 
223
   D3DCAPS9 device_capabilities;
224
   unsigned long behaviour_flags;
5 pmbaty 225
   unsigned long multisample_quality_count;
1 pmbaty 226
   D3DPRESENT_PARAMETERS d3dpp;
2 pmbaty 227
   wchar_t errorfile_path[MAX_PATH];
1 pmbaty 228
   wchar_t line_buffer[256];
229
   material_t material;
2 pmbaty 230
   HRESULT ret;
1 pmbaty 231
   RECT rect;
6 pmbaty 232
   RECT viewport_rect;
1 pmbaty 233
   FILE *fp;
234
 
116 pmbaty 235
   // concatenate all the arguments in one string
236
   va_start (argptr, fmt);
237
   wvsprintf (splashscreen_pathname, fmt, argptr);
238
   va_end (argptr);
239
 
1 pmbaty 240
   // create the Direct3D interface
241
   d3d = Direct3DCreate9 (D3D_SDK_VERSION);
242
 
243
   // get hardware capabilities
244
   if (FAILED (d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &device_capabilities)))
245
   {
246
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevGetDeviceCapsFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 247
      terminate_everything = true; // this is a fatal error
1 pmbaty 248
      return (false);
249
   }
250
 
251
   // grab info from that and adjust our D3D settings
252
   best_supported_filter = (device_capabilities.RasterCaps & D3DPRASTERCAPS_ANISOTROPY ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
253
   behaviour_flags = (device_capabilities.VertexProcessingCaps != 0 ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING);
254
 
5 pmbaty 255
   // see if simple (non-maskable) full-scene antialiasing is supported and in how many quality flavors
256
   if (SUCCEEDED (d3d->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, false, D3DMULTISAMPLE_NONMASKABLE, &multisample_quality_count)))
257
      is_fsaa_supported = true; // remember FSAA is supported
1 pmbaty 258
 
259
   memset (&d3dpp, 0, sizeof (d3dpp)); // clear out the struct for use
260
   d3dpp.Windowed = true; // always windowed (because we can't display dialog boxes in fullscreen mode)
261
   d3dpp.BackBufferCount = 1;
262
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
263
   d3dpp.hDeviceWindow = hMainWnd; // set the window to be used by Direct3D
264
   d3dpp.EnableAutoDepthStencil = true; // enable Z-buffer and stencil buffer
265
   d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // D3DFMT_D15S1 15 bits should be enough to store each pixel's Z depth
5 pmbaty 266
   if (is_fsaa_supported)
267
   {
268
      d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE; // use multisampling (full scene antialiasing) if supported
269
      d3dpp.MultiSampleQuality = multisample_quality_count - 1; // use the best available multisample quality
270
   }
271
   else
272
   {
273
      d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // do not use multisampling (full scene antialiasing)
274
      d3dpp.MultiSampleQuality = 0;
275
   }
1 pmbaty 276
 
6 pmbaty 277
   // get main window's current rectangle and full screen size
278
   GetWindowRect (hMainWnd, &rect);
279
 
280
   // create a device class using this information and the info from the d3dpp stuct. Resize the window to the max displayable
281
   // size before creating the DirectX device, so as to guarantee the viewport will never be upscaled in case of window resize.
282
   MoveWindow (hMainWnd, rect.left, rect.top, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), false);
2 pmbaty 283
   if (FAILED (ret = d3d->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd, behaviour_flags, &d3dpp, &d3ddev)))
1 pmbaty 284
   {
285
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevCreateDeviceFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
2 pmbaty 286
 
287
      // on error, write a log file on the user's desktop
288
      errorfile_path[0] = 0;
289
      SHGetSpecialFolderPath (NULL, errorfile_path, CSIDL_DESKTOP, true);
290
      wcscat_s (errorfile_path, WCHAR_SIZEOF (errorfile_path), L"\\Chess Giants error.log");
291
      _wfopen_s (&fp, errorfile_path, L"w, ccs=UNICODE");
292
      if (fp != NULL)
293
      {
294
         fwprintf (fp, L"device_capabilities.DeviceType = %d\n", device_capabilities.DeviceType);
295
         fwprintf (fp, L"device_capabilities.AdapterOrdinal = %ul\n", device_capabilities.AdapterOrdinal);
296
         fwprintf (fp, L"device_capabilities.Caps = %ul\n", device_capabilities.Caps);
297
         fwprintf (fp, L"device_capabilities.Caps2 = %ul\n", device_capabilities.Caps2);
298
         fwprintf (fp, L"device_capabilities.Caps3 = %ul\n", device_capabilities.Caps3);
299
         fwprintf (fp, L"device_capabilities.PresentationIntervals = %ul\n", device_capabilities.PresentationIntervals);
300
         fwprintf (fp, L"device_capabilities.CursorCaps = %ul\n", device_capabilities.CursorCaps);
301
         fwprintf (fp, L"device_capabilities.DevCaps = %ul\n", device_capabilities.DevCaps);
302
         fwprintf (fp, L"device_capabilities.PrimitiveMiscCaps = %ul\n", device_capabilities.PrimitiveMiscCaps);
303
         fwprintf (fp, L"device_capabilities.RasterCaps = %ul\n", device_capabilities.RasterCaps);
304
         fwprintf (fp, L"device_capabilities.ZCmpCaps = %ul\n", device_capabilities.ZCmpCaps);
305
         fwprintf (fp, L"device_capabilities.SrcBlendCaps = %ul\n", device_capabilities.SrcBlendCaps);
306
         fwprintf (fp, L"device_capabilities.DestBlendCaps = %ul\n", device_capabilities.DestBlendCaps);
307
         fwprintf (fp, L"device_capabilities.AlphaCmpCaps = %ul\n", device_capabilities.AlphaCmpCaps);
308
         fwprintf (fp, L"device_capabilities.ShadeCaps = %ul\n", device_capabilities.ShadeCaps);
309
         fwprintf (fp, L"device_capabilities.TextureCaps = %ul\n", device_capabilities.TextureCaps);
310
         fwprintf (fp, L"device_capabilities.TextureFilterCaps = %ul\n", device_capabilities.TextureFilterCaps);
311
         fwprintf (fp, L"device_capabilities.CubeTextureFilterCaps = %ul\n", device_capabilities.CubeTextureFilterCaps);
312
         fwprintf (fp, L"device_capabilities.VolumeTextureFilterCaps = %ul\n", device_capabilities.VolumeTextureFilterCaps);
313
         fwprintf (fp, L"device_capabilities.TextureAddressCaps = %ul\n", device_capabilities.TextureAddressCaps);
314
         fwprintf (fp, L"device_capabilities.VolumeTextureAddressCaps = %ul\n", device_capabilities.VolumeTextureAddressCaps);
315
         fwprintf (fp, L"device_capabilities.LineCaps = %ul\n", device_capabilities.LineCaps);
316
         fwprintf (fp, L"device_capabilities.MaxTextureWidth = %ul\n", device_capabilities.MaxTextureWidth);
317
         fwprintf (fp, L"device_capabilities.MaxTextureHeight = %ul\n", device_capabilities.MaxTextureHeight);
318
         fwprintf (fp, L"device_capabilities.MaxVolumeExtent = %ul\n", device_capabilities.MaxVolumeExtent);
319
         fwprintf (fp, L"device_capabilities.MaxTextureRepeat = %ul\n", device_capabilities.MaxTextureRepeat);
320
         fwprintf (fp, L"device_capabilities.MaxTextureAspectRatio = %ul\n", device_capabilities.MaxTextureAspectRatio);
321
         fwprintf (fp, L"device_capabilities.MaxAnisotropy = %ul\n", device_capabilities.MaxAnisotropy);
322
         fwprintf (fp, L"device_capabilities.MaxVertexW = %f\n", device_capabilities.MaxVertexW);
323
         fwprintf (fp, L"device_capabilities.GuardBandLeft = %f\n", device_capabilities.GuardBandLeft);
324
         fwprintf (fp, L"device_capabilities.GuardBandTop = %f\n", device_capabilities.GuardBandTop);
325
         fwprintf (fp, L"device_capabilities.GuardBandRight = %f\n", device_capabilities.GuardBandRight);
326
         fwprintf (fp, L"device_capabilities.GuardBandBottom = %f\n", device_capabilities.GuardBandBottom);
327
         fwprintf (fp, L"device_capabilities.ExtentsAdjust = %f\n", device_capabilities.ExtentsAdjust);
328
         fwprintf (fp, L"device_capabilities.StencilCaps = %ul\n", device_capabilities.StencilCaps);
329
         fwprintf (fp, L"device_capabilities.FVFCaps = %ul\n", device_capabilities.FVFCaps);
330
         fwprintf (fp, L"device_capabilities.TextureOpCaps = %ul\n", device_capabilities.TextureOpCaps);
331
         fwprintf (fp, L"device_capabilities.MaxTextureBlendStages = %ul\n", device_capabilities.MaxTextureBlendStages);
332
         fwprintf (fp, L"device_capabilities.MaxSimultaneousTextures = %ul\n", device_capabilities.MaxSimultaneousTextures);
333
         fwprintf (fp, L"device_capabilities.VertexProcessingCaps = %ul\n", device_capabilities.VertexProcessingCaps);
334
         fwprintf (fp, L"device_capabilities.MaxActiveLights = %ul\n", device_capabilities.MaxActiveLights);
335
         fwprintf (fp, L"device_capabilities.MaxUserClipPlanes = %ul\n", device_capabilities.MaxUserClipPlanes);
336
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrices = %ul\n", device_capabilities.MaxVertexBlendMatrices);
337
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrixIndex = %ul\n", device_capabilities.MaxVertexBlendMatrixIndex);
338
         fwprintf (fp, L"device_capabilities.MaxPointSize = %f\n", device_capabilities.MaxPointSize);
339
         fwprintf (fp, L"device_capabilities.MaxPrimitiveCount = %ul\n", device_capabilities.MaxPrimitiveCount);
340
         fwprintf (fp, L"device_capabilities.MaxVertexIndex = %ul\n", device_capabilities.MaxVertexIndex);
341
         fwprintf (fp, L"device_capabilities.MaxStreams = %ul\n", device_capabilities.MaxStreams);
342
         fwprintf (fp, L"device_capabilities.MaxStreamStride = %ul\n", device_capabilities.MaxStreamStride);
343
         fwprintf (fp, L"device_capabilities.VertexShaderVersion = %ul\n", device_capabilities.VertexShaderVersion);
344
         fwprintf (fp, L"device_capabilities.MaxVertexShaderConst = %ul\n", device_capabilities.MaxVertexShaderConst);
345
         fwprintf (fp, L"device_capabilities.PixelShaderVersion = %ul\n", device_capabilities.PixelShaderVersion);
346
         fwprintf (fp, L"device_capabilities.PixelShader1xMaxValue = %f\n", device_capabilities.PixelShader1xMaxValue);
347
         fwprintf (fp, L"device_capabilities.DevCaps2 = %ul\n", device_capabilities.DevCaps2);
348
         fwprintf (fp, L"device_capabilities.MaxNpatchTessellationLevel = %f\n", device_capabilities.MaxNpatchTessellationLevel);
349
         fwprintf (fp, L"device_capabilities.Reserved5 = %ul\n", device_capabilities.Reserved5);
350
         fwprintf (fp, L"device_capabilities.MasterAdapterOrdinal = %ul\n", device_capabilities.MasterAdapterOrdinal);
351
         fwprintf (fp, L"device_capabilities.AdapterOrdinalInGroup = %ul\n", device_capabilities.AdapterOrdinalInGroup);
352
         fwprintf (fp, L"device_capabilities.NumberOfAdaptersInGroup = %ul\n", device_capabilities.NumberOfAdaptersInGroup);
353
         fwprintf (fp, L"device_capabilities.DeclTypes = %ul\n", device_capabilities.DeclTypes);
354
         fwprintf (fp, L"device_capabilities.NumSimultaneousRTs = %ul\n", device_capabilities.NumSimultaneousRTs);
355
         fwprintf (fp, L"device_capabilities.StretchRectFilterCaps = %ul\n", device_capabilities.StretchRectFilterCaps);
356
         fwprintf (fp, L"device_capabilities.VS20Caps.Caps = %ul\n", device_capabilities.VS20Caps.Caps);
357
         fwprintf (fp, L"device_capabilities.VS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.VS20Caps.DynamicFlowControlDepth);
358
         fwprintf (fp, L"device_capabilities.VS20Caps.NumTemps = %d\n", device_capabilities.VS20Caps.NumTemps);
359
         fwprintf (fp, L"device_capabilities.VS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.VS20Caps.StaticFlowControlDepth);
360
         fwprintf (fp, L"device_capabilities.PS20Caps.Caps = %ul\n", device_capabilities.PS20Caps.Caps);
361
         fwprintf (fp, L"device_capabilities.PS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.PS20Caps.DynamicFlowControlDepth);
362
         fwprintf (fp, L"device_capabilities.PS20Caps.NumTemps = %d\n", device_capabilities.PS20Caps.NumTemps);
363
         fwprintf (fp, L"device_capabilities.PS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.PS20Caps.StaticFlowControlDepth);
364
         fwprintf (fp, L"device_capabilities.PS20Caps.NumInstructionSlots = %d\n", device_capabilities.PS20Caps.NumInstructionSlots);
365
         fwprintf (fp, L"device_capabilities.VertexTextureFilterCaps = %ul\n", device_capabilities.VertexTextureFilterCaps);
366
         fwprintf (fp, L"device_capabilities.MaxVShaderInstructionsExecuted = %ul\n", device_capabilities.MaxVShaderInstructionsExecuted);
367
         fwprintf (fp, L"device_capabilities.MaxPShaderInstructionsExecuted = %ul\n", device_capabilities.MaxPShaderInstructionsExecuted);
368
         fwprintf (fp, L"device_capabilities.MaxVertexShader30InstructionSlots = %ul\n", device_capabilities.MaxVertexShader30InstructionSlots);
369
         fwprintf (fp, L"device_capabilities.MaxPixelShader30InstructionSlots = %ul\n", device_capabilities.MaxPixelShader30InstructionSlots);
370
         fwprintf (fp, L"========\n");
371
         fwprintf (fp, L"(guessed) behaviour_flags = %ul\n", behaviour_flags);
372
         fwprintf (fp, L"========\n");
5 pmbaty 373
         fwprintf (fp, L"d3dpp.MultiSampleType = %d\n", d3dpp.MultiSampleType);
374
         fwprintf (fp, L"d3dpp.MultiSampleQuality = %d\n", d3dpp.MultiSampleQuality);
375
         fwprintf (fp, L"========\n");
2 pmbaty 376
         fwprintf (fp, L"d3d->CreateDevice() returned %d\n", (int) ret);
377
         fclose (fp);
378
 
379
         MessageBox (NULL, LOCALIZE (L"Error_GameCouldNotStartPleaseSendLogToAuthor"), LOCALIZE (L"Information"), MB_ICONINFORMATION | MB_OK);
380
      }
381
      else
382
         MessageBox (NULL, LOCALIZE (L"Error_CouldNotWriteToLogFile"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
383
 
11 pmbaty 384
      terminate_everything = true; // this is a fatal error
1 pmbaty 385
      return (false);
386
   }
387
 
6 pmbaty 388
   // save the viewport's width and height
389
   GetClientRect (hMainWnd, &viewport_rect);
390
   initial_width = viewport_rect.right;
391
   initial_height = viewport_rect.bottom;
1 pmbaty 392
 
6 pmbaty 393
   // now resize the window to its original size
394
   MoveWindow (hMainWnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, false);
395
 
1 pmbaty 396
   // set the texture parameters
397
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); // wrap textures around their edges
398
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
399
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // and modulate their alpha with the material's alpha
400
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
401
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
402
 
403
   // enable the Z buffer
404
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
405
 
406
   // disable the stencil buffer
407
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false);
408
 
409
   // normalize the face normals (if we don't, scaling will cause problems with lighting computations)
410
   d3ddev->SetRenderState (D3DRS_NORMALIZENORMALS, true);
411
 
412
   // turn on alpha blending
413
   d3ddev->SetRenderState (D3DRS_ALPHABLENDENABLE, true);
414
   d3ddev->SetRenderState (D3DRS_BLENDOP, D3DBLENDOP_ADD);
415
   d3ddev->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
416
   d3ddev->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
417
 
418
   // use all of the materials' light reflection properties
419
   d3ddev->SetRenderState (D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
420
   d3ddev->SetRenderState (D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
421
   d3ddev->SetRenderState (D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
422
   d3ddev->SetRenderState (D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
423
   d3ddev->SetRenderState (D3DRS_COLORVERTEX, false);
424
 
425
   // enable 3D lighting
426
   d3ddev->SetRenderState (D3DRS_LIGHTING, true);
427
 
116 pmbaty 428
   // load the splash screen sprite and display it
429
   int bgsprite_index = Render_LoadSprite (splashscreen_pathname);
430
   d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
431
   d3ddev->BeginScene (); // begins the 3D scene
432
   Render_DrawSprite (&sprites[bgsprite_index], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF); // draw the background sprite
433
   d3ddev->EndScene (); // ends the 3D scene
434
   d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
435
 
1 pmbaty 436
   // open and parse the materials file and build the materials list
437
   materials = NULL;
438
   material_count = 0;
439
   _wfopen_s (&fp, L"materials.cfg", L"r, ccs=UNICODE");
440
   if (fp != NULL)
441
   {
442
      // read line per line...
443
      while (fgetws (line_buffer, WCHAR_SIZEOF (line_buffer), fp) != NULL)
444
      {
445
         // can we read a complete material line ?
446
         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)
447
         {
448
            materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
449
            memcpy (&materials[material_count], &material, sizeof (material_t));
450
            material_count++; // if so, append this new material to the materials array
451
         }
452
      }
453
      fclose (fp); // finished, close the file
454
   }
455
   materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
456
   wcscpy_s (materials[material_count].name, WCHAR_SIZEOF (materials[material_count].name), default_materialname);
457
   materials[material_count].ambient = 1.0f;
458
   materials[material_count].diffuse = 1.0f;
459
   materials[material_count].emissive = 0.0f;
460
   materials[material_count].specular = 0.0f;
461
   materials[material_count].shininess = 0.0f;
462
   materials[material_count].transparency = 1.0f;
463
   material_count++; // append a default material at the end of the array and we're all set
464
 
465
   return (true); // finished
466
}
467
 
468
 
469
void Render_Shutdown (void)
470
{
471
   // this function shuts down the Direct3D interfaces and releases the Direct3D COM objects
472
 
473
   int array_index;
474
 
475
   // close and release font data
476
   SAFE_free ((void **) &fonts);
477
   font_count = 0;
478
 
479
   // close and release sprite data
480
   SAFE_free ((void **) &sprites);
481
   sprite_count = 0;
482
 
483
   // close and release meshes data
484
   if (meshes != NULL)
485
   {
486
      for (array_index = 0; array_index < mesh_count; array_index++)
487
      {
488
         if (meshes[array_index].d3dindices != NULL)
489
            meshes[array_index].d3dindices->Release ();
490
         meshes[array_index].d3dindices = NULL;
491
 
492
         if (meshes[array_index].d3dvertices != NULL)
493
            meshes[array_index].d3dvertices->Release ();
494
         meshes[array_index].d3dvertices = NULL;
495
      }
496
   }
497
   meshes = NULL;
498
   mesh_count = 0;
499
 
500
   // close and release texture data
501
   if (textures != NULL)
502
   {
503
      for (array_index = 0; array_index < texture_count; array_index++)
504
         if (textures[array_index].texture != NULL)
505
            textures[array_index].texture->Release ();
506
      SAFE_free ((void **) &textures);
507
   }
508
   texture_count = 0;
509
 
510
   // close and release materials data
511
   SAFE_free ((void **) &materials);
512
   material_count = 0;
513
 
514
   // close and release the 3D device
515
   if (d3ddev != NULL)
516
      d3ddev->Release ();
517
   d3ddev = NULL;
518
 
519
   // close and release Direct3D
520
   if (d3d != NULL)
521
      d3d->Release ();
522
   d3d = NULL;
523
 
524
   return; // finished
525
}
526
 
527
 
528
void Render_RenderFrame (scene_t *scene)
529
{
530
   // this is the function used to render a single frame
531
 
532
   static int framerate_value = 0;
533
   static int framerate_count = 0;
534
   static float framerate_time = 0;
535
 
536
   D3DXMATRIX scaling_matrix;
537
   D3DXMATRIX translation_matrix;
538
   D3DXMATRIX view_matrix; // the view transform matrix
539
   D3DXMATRIX projection_matrix; // the projection transform matrix
540
   D3DLIGHT9 dxlight;
541
   RECT rect;
542
   float angle;
543
   float sin_pitch;
544
   float sin_yaw;
545
   float cos_pitch;
546
   float cos_yaw;
547
   int light_index;
548
   int object_index;
549
   int cchistory_index;
550
   int cchistory_index2;
124 pmbaty 551
   float combinedwidth_percent;
552
   float combinedheight_percent;
1 pmbaty 553
   light_t *light;
554
   ccreply_t *ccreply;
555
   sceneobject_t *sceneobject;
556
   reflectedobject_t *reflectedobjects; // mallocated
557
   int reflectedobject_count;
558
   reflectedobject_t *otherobjects; // mallocated
559
   int otherobject_count;
560
 
11 pmbaty 561
   if (terminate_everything)
562
      return; // consistency check
563
 
1 pmbaty 564
   // get the device view port and save the actual width and height
565
   GetClientRect (hMainWnd, &rect);
566
   current_width = (float) rect.right; // they may differ from window width and window height
567
   current_height = (float) rect.bottom; // because of title bars, menus, borders, etc.
568
 
569
   // clear the back buffer, the Z buffer and the stencil buffer
570
   d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
571
   d3ddev->BeginScene (); // begins the 3D scene
572
 
573
   ////////////////////////////////////////
574
   // Setup scene lights
575
 
576
   // There are three types of light : ambient, diffuse and specular.
577
   // Diffuse lights can be of type directional (sun), point (bulb) or spot (flashlight).
578
 
579
   // The attenuation formula for point lights is :
580
   // Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
581
 
582
   // In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
583
 
584
   // set the default lighting color
585
   ambient_light = RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (theme->illum.ambient_light));
586
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
587
 
588
   // for each light...
589
   for (light_index = 0; light_index < theme->illum.light_count; light_index++)
590
   {
591
      light = &theme->illum.lights[light_index]; // quick access to light
592
 
593
      memset (&dxlight, 0, sizeof (dxlight)); // clear out the dxlight struct for use
594
 
595
      // set its type
596
      if (light->type == LIGHT_DIRECTIONAL)
597
         dxlight.Type = D3DLIGHT_DIRECTIONAL; // directional light (e.g, sun)
598
      else if (light->type == LIGHT_POINT)
599
         dxlight.Type = D3DLIGHT_POINT; // point light (e.g, light bulb)
600
      else if (light->type == LIGHT_SPOT)
601
         dxlight.Type = D3DLIGHT_SPOT; // spot light (e.g, flash light)
602
      else
603
      {
604
         d3ddev->LightEnable (light_index, false); // unknown light ; turn off light #index
605
         continue; // and proceed to the next one
606
      }
607
 
608
      // set its parameters
609
      dxlight.Diffuse = D3DXCOLOR (RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (light->color)));
610
      dxlight.Specular = D3DXCOLOR (0xffffffff);
611
      dxlight.Position.x = light->pos_x;
612
      dxlight.Position.y = light->pos_y;
613
      dxlight.Position.z = light->pos_z;
614
      dxlight.Direction.x = light->direction_x;
615
      dxlight.Direction.y = light->direction_y;
616
      dxlight.Direction.z = light->direction_z;
617
      dxlight.Range = light->range; // light won't be computed after this distance
618
      dxlight.Attenuation0 = light->attenuation_constant; // constant attenuation, see formula
619
      dxlight.Attenuation1 = light->attenuation_proportional; // proportional attenuation, see formula
620
      dxlight.Attenuation2 = light->attenuation_square; // square attenuation, see formula
621
      dxlight.Phi = light->cone_outer * TO_RADIANS; // outer spot cone
622
      dxlight.Theta = light->cone_inner * TO_RADIANS; // inner spot cone
623
 
624
      d3ddev->SetLight (light_index, &dxlight); // send the light struct properties to light #index
625
      d3ddev->LightEnable (light_index, true); // turn on light #index
626
   }
627
 
628
   ////////////////////////////////
629
   // View transform
630
 
631
   // compute the sine and cosine of the pitch component
632
   angle = current_pitch * TO_RADIANS;
633
   sin_pitch = sinf (angle);
634
   cos_pitch = cosf (angle);
635
 
636
   // compute the sine and cosine of the yaw component
637
   angle = current_yaw * TO_RADIANS;
638
   sin_yaw = sinf (angle);
639
   cos_yaw = cosf (angle);
640
 
641
   // build the camera position
642
   camera_position.x = (float) -(cos_pitch * cos_yaw) * current_distance;
643
   camera_position.y = (float) -(cos_pitch * sin_yaw) * current_distance;
644
   camera_position.z = (float) sin_pitch * current_distance;
645
 
646
   // set up a view matrix
647
   D3DXMatrixLookAtLH (&view_matrix,
648
                       (D3DXVECTOR3 *) &camera_position, // camera position
649
                       (D3DXVECTOR3 *) &scene_center, // look-at position
650
                       (D3DXVECTOR3 *) &upwards_direction); // up direction
651
 
652
   // tell Direct3D about our matrix
653
   d3ddev->SetTransform (D3DTS_VIEW, &view_matrix);
654
 
655
   /////////////////////////////////////
656
   // Projection transform
657
 
658
   // set up a projection matrix
659
   D3DXMatrixPerspectiveFovLH (&projection_matrix,
660
                               fov_value * TO_RADIANS, // field of view width
661
                               current_width / current_height, // aspect ratio
662
                               viewdist_near, viewdist_far); // view plane distances
663
 
664
   // tell Direct3D about our matrix
665
   d3ddev->SetTransform (D3DTS_PROJECTION, &projection_matrix);
666
 
667
   /////////////////////////////////////
668
   // End of the transforms
669
 
670
   // if we want it, enable specular lighting
671
   d3ddev->SetRenderState (D3DRS_SPECULARENABLE, options.want_specularlighting);
672
 
673
   // turn on texture filtering if needed
674
   if (options.want_filtering)
675
   {
676
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, best_supported_filter);
677
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, best_supported_filter);
678
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
679
 
680
      // turn on fullscene antialiasing only if capable
5 pmbaty 681
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, is_fsaa_supported);
1 pmbaty 682
   }
683
   else
684
   {
685
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
686
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
687
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
688
 
689
      // turn off fullscene antialiasing
690
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, false);
691
   }
692
 
693
   /////////////////////////////////////////////////////////////
694
   // draw the background elements. No need for a Z buffer here.
695
 
696
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable depth testing
697
 
698
   // draw the background sprite, if any
699
   if (scene->background_spriteindex >= 0)
700
      Render_DrawSprite (&sprites[scene->background_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF);
701
 
702
   // draw the table border
703
   Render_DrawSceneObject (&scene->objects[0]);
704
   Render_DrawSceneObject (&scene->objects[1]);
705
 
706
   // draw the table and build the stencil buffer at the same time
707
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer (i.e. the "frame" for drawing table reflections)
708
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // instruct how to fill it
709
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); // instruct how to fill it
710
   Render_DrawSceneObject (&scene->objects[2]); // draw the table squares in the stencil buffer
711
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // finished drawing the stencil buffer
712
 
713
   d3ddev->SetRenderState (D3DRS_ZENABLE, true); // re-enable depth testing
714
 
715
   ////////////////////////////////////////////////////////////
716
   // draw the scene objects and their reflections on the table
717
 
718
   // start with the reflections if we want them, and if the table does it
719
   if (options.want_reflections && (theme->reflection_alpha > 0))
720
   {
721
      // build an array of reflected objects with their distances
722
      reflectedobjects = NULL;
723
      reflectedobject_count = 0;
724
      otherobjects = NULL;
725
      otherobject_count = 0;
726
 
727
      // cycle through all parts and see which ones need to be reflected
728
      for (object_index = 3; object_index < scene->object_count; object_index++)
729
      {
730
         sceneobject = &scene->objects[object_index]; // quick access to scene object
731
 
732
         // is this object a mesh AND it's above the ground ?
733
         if ((sceneobject->mesh_index != -1) && (sceneobject->z > 0))
734
         {
735
            // yes it is. It thus needs to be reflected, so add it to the list
736
            reflectedobjects = (reflectedobject_t *) SAFE_realloc (reflectedobjects, reflectedobject_count, reflectedobject_count + 1, sizeof (reflectedobject_t), false);
737
            reflectedobjects[reflectedobject_count].object = sceneobject; // save scene object
738
            reflectedobjects[reflectedobject_count].distance = DistanceToCamera (sceneobject->x, sceneobject->y, sceneobject->z);
739
            reflectedobject_count++; // we have now one object more to reflect
740
         }
741
         else
742
         {
743
            // no it's not. It doesn't need to be reflected, so add it to the other list
744
            otherobjects = (reflectedobject_t *) SAFE_realloc (otherobjects, otherobject_count, otherobject_count + 1, sizeof (reflectedobject_t), false);
745
            otherobjects[otherobject_count].object = sceneobject; // save scene object
746
            otherobjects[otherobject_count].distance = 0;
747
            otherobject_count++; // we have now one object more to reflect
748
         }
749
      }
750
 
751
      // now sort them from farthest to closest and draw them in this order
752
      qsort (reflectedobjects, reflectedobject_count, sizeof (reflectedobject_t), SortReflectedObjects);
753
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
754
         Render_DrawSceneObjectReflection (reflectedobjects[object_index].object); // draw the reflection
755
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
756
         Render_DrawSceneObject (reflectedobjects[object_index].object); // and draw the objects afterwards
757
      for (object_index = 0; object_index < otherobject_count; object_index++)
758
         Render_DrawSceneObject (otherobjects[object_index].object); // finally, draw the non-reflected objects
759
 
760
      SAFE_free ((void **) &reflectedobjects); // and free the reflected objects array
761
      SAFE_free ((void **) &otherobjects); // and the non-reflected objects array
762
   }
763
   else
764
      for (object_index = 3; object_index < scene->object_count; object_index++)
765
         Render_DrawSceneObject (&scene->objects[object_index]); // else if no reflections, draw the objects, the Z-buffer will sort them
766
 
767
   // draw the overlay texture if required
768
   if (scene->overlay_spriteindex >= 0)
769
      Render_DrawSprite (&sprites[scene->overlay_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0x4F);
770
 
771
   ///////////////
772
   // draw the GUI
773
 
124 pmbaty 774
   DRAW_BUTTON_IF_NEEDED (scene->gui.newgamebutton); // new game
775
   DRAW_BUTTON_IF_NEEDED (scene->gui.opengamebutton); // open game
776
 
1 pmbaty 777
   // draw the arrows
778
   DRAW_BUTTON_IF_NEEDED (scene->gui.larrow); // left arrow
779
   DRAW_BUTTON_IF_NEEDED (scene->gui.rarrow); // right arrow
780
   DRAW_TEXT_IF_NEEDED (scene->gui.arrow_text); // arrow text
781
 
782
   if (want_framerate)
124 pmbaty 783
      Render_wprintf (99.0f, 1.0f, 0.0f, ALIGN_RIGHT, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex, D3DCOLOR_RGBA (255, 255, 255, 255), NULL,
1 pmbaty 784
                      L"%d textures\n"
785
                      L"%d meshes\n"
786
                      L"%d fonts\n"
787
                      L"%d sprites\n"
788
                      L"%d fps", texture_count, mesh_count, font_count, sprite_count, framerate_value);
789
 
790
   // draw the other GUI buttons
791
   DRAW_BUTTON_IF_NEEDED (scene->gui.chatbutton); // chat button
792
   DRAW_BUTTON_IF_NEEDED (scene->gui.gamesbutton); // games button
793
   DRAW_BUTTON_IF_NEEDED (scene->gui.peoplebutton); // people button
794
 
795
   // does the parts pick line need to be displayed ?
796
   if (scene->gui.is_partspick_displayed)
797
   {
798
#define PARTSIZE_PCT (100.0f / 13.0f)
799
 
800
      if (scene->gui.partspick_selectedpart == 'P')      Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  0.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
801
      else if (scene->gui.partspick_selectedpart == 'R') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  1.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
802
      else if (scene->gui.partspick_selectedpart == 'N') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  2.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
803
      else if (scene->gui.partspick_selectedpart == 'B') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  3.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
804
      else if (scene->gui.partspick_selectedpart == 'Q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  4.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
805
      else if (scene->gui.partspick_selectedpart == 'K') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  5.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
806
      else if (scene->gui.partspick_selectedpart == ' ') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  6.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
807
      else if (scene->gui.partspick_selectedpart == 'k') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  7.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
808
      else if (scene->gui.partspick_selectedpart == 'q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  8.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
809
      else if (scene->gui.partspick_selectedpart == 'b') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  9.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
810
      else if (scene->gui.partspick_selectedpart == 'n') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 10.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
811
      else if (scene->gui.partspick_selectedpart == 'r') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 11.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
812
      else if (scene->gui.partspick_selectedpart == 'p') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 12.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
813
 
814
      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
815
      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
816
      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
817
      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
818
      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
819
      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
820
      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
821
      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
822
      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
823
      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
824
      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
825
      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
826
      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
827
 
828
#undef PARTSIZE_PCT
829
   }
830
 
831
   // draw GUI texts
832
   DRAW_TEXT_IF_NEEDED (scene->gui.comment_text); // move comments
833
   DRAW_TEXT_IF_NEEDED (scene->gui.history_text); // game history
834
   DRAW_TEXT_IF_NEEDED (scene->gui.clock_text); // game clock
835
 
836
   // draw the chatter channels text
837
   Render_GetTextBoundaries (-1, chat_fontindex, L"a", &rect);
124 pmbaty 838
   combinedheight_percent = (float) (rect.bottom * 100 / initial_height); // get a string's height
1 pmbaty 839
 
840
   // cycle through all the chat strings...
841
   ccreply = NULL;
842
   for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
843
   {
844
      ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
845
      if ((ccreply->text[0] != 0) && (ccreply->arrival_time + 60.0f > current_time))
846
         break; // break at the first one that we should display
847
   }
848
 
849
   // have we some to display ?
850
   if (cchistory_index < scene->gui.cchistory_count)
851
   {
852
      // first, get the remaining text's combined height
853
      for (cchistory_index2 = cchistory_index; cchistory_index2 < scene->gui.cchistory_count; cchistory_index2++)
854
      {
855
         ccreply = &scene->gui.cchistory[cchistory_index2]; // quick access to CC reply
856
 
124 pmbaty 857
         combinedwidth_percent = 1.0f;
858
         Render_GetTextBoundaries (100 - combinedwidth_percent, chat_fontindex, L"[] : ", &rect);
859
         combinedwidth_percent += (float) (rect.right * 100 / initial_width);
860
         Render_GetTextBoundaries (100 - combinedwidth_percent, chat_fontindex, ccreply->channelname, &rect);
861
         combinedwidth_percent += (float) (rect.right * 100 / initial_width);
862
         Render_GetTextBoundaries (100 - combinedwidth_percent, chat_fontindex, ccreply->nickname, &rect);
863
         combinedwidth_percent += (float) (rect.right * 100 / initial_width);
864
         Render_GetTextBoundaries (100 - combinedwidth_percent, chat_fontindex, ccreply->text, &rect);
865
         combinedheight_percent += (float) (rect.bottom * 100 / initial_height); // add this string's height 
1 pmbaty 866
      }
867
 
868
      // now for each string remaining...
869
      for (; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
870
      {
871
         ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
872
         rect.right = 10;
873
         PRINT_CCREPLY (ccreply); // print CC reply on screen
124 pmbaty 874
         combinedheight_percent -= (float) ((rect.bottom - rect.top) * 100 / initial_height); // draw it from top of zone to bottom
1 pmbaty 875
      }
876
   }
877
 
878
   // are we online ?
879
   if (Player_FindByType (PLAYER_INTERNET) != NULL)
880
   {
881
      ccreply = &scene->gui.entered_ccreply;
882
      if (!scene->gui.is_entering_text)
883
         ccreply->color = RGBACOLOR_SETALPHA (ccreply->color, RGBACOLOR_ALPHA (ccreply->color) / 6); // if there's no text being entered, fade CC reply a lot
884
 
885
      rect.right = 10;
886
      PRINT_CCREPLY (ccreply); // print CC reply on screen
887
   }
888
 
889
   // print GUI texts
890
   DRAW_TEXT_IF_NEEDED (scene->gui.turn_text); // player turn's text
891
   DRAW_TEXT_IF_NEEDED (scene->gui.central_text); // central notification zone text
892
 
893
   // if needed, print the spinning wheel
894
   if (scene->gui.want_spinwheel)
895
      Render_DrawSprite (&sprites[spinner_spriteindex[(int) (10.0f * current_time) % 12]], 47.0f, 46.0f, 6.0f, 8.0f, 255);
896
 
897
   // are we in demo mode ? if so, display the program name as a watermark
14 pmbaty 898
   if (!is_registered)
124 pmbaty 899
      Render_wprintf (50.0f, 60.0f, 0.0f, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex,
18 pmbaty 900
                      D3DCOLOR_RGBA (255, 255, 255, 255),
14 pmbaty 901
                      NULL, PROGRAM_NAME L"%s - " PROGRAM_URL L"\n- %d:%02d -", LOCALIZE (L"EvaluationMode"), (int) (DEMO_TIMEOUT - current_time) / 60, (int) (DEMO_TIMEOUT - current_time) % 60);
1 pmbaty 902
 
903
   // end 3D rendering on the back buffer
904
   //////////////////////////////////////
905
 
906
   d3ddev->EndScene (); // ends the 3D scene
907
   d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
908
 
909
   // update the frame rate
910
   if (framerate_time < current_time)
911
   {
912
      framerate_value = framerate_count;
913
      framerate_count = 0;
914
      framerate_time = current_time + 1.0f;
915
   }
916
   framerate_count++; // one frame more elapsed
917
 
918
   return; // finished
919
}
920
 
921
 
922
int Render_LoadMesh (const wchar_t *fmt, ...)
923
{
924
   // this function appends a new mesh in the global meshes buffer and returns its index
925
 
926
   static wchar_t meshfile_pathname[MAX_PATH];
927
   unsigned long hash;
928
   mesh_t *mesh;
929
   int mesh_index;
930
   va_list argptr;
931
 
932
   // concatenate all the arguments in one string
933
   va_start (argptr, fmt);
934
   wvsprintf (meshfile_pathname, fmt, argptr);
935
   va_end (argptr);
936
 
937
   // resolve wildcards and get content hash
938
   ResolveWildcard (meshfile_pathname, L".obj");
939
   hash = HashFile (meshfile_pathname);
940
 
941
   // now cycle through all our loaded meshes and see if it's already loaded
942
   for (mesh_index = 0; mesh_index < mesh_count; mesh_index++)
943
      if (meshes[mesh_index].hash == hash)
944
         return (mesh_index); // if we can find it, return its index so as not to load it twice
945
 
946
   // reallocate space to hold one mesh more
947
   meshes = (mesh_t *) SAFE_realloc (meshes, mesh_count, mesh_count + 1, sizeof (mesh_t), false);
948
   mesh = &meshes[mesh_count]; // quick access to the mesh we'll be working on
949
 
950
   // load the mesh
951
   if (!Render_LoadMesh_Obj (mesh, meshfile_pathname))
952
      return (-1); // bomb out on error
953
 
954
   mesh->hash = hash; // save the hash
955
   mesh_count++; // we know now one mesh more
956
   return (mesh_count - 1); // return its index
957
}
958
 
959
 
960
int Render_LoadTexture (const wchar_t *fmt, ...)
961
{
962
   // this function appends a new texture in the global textures buffer and returns its index
963
 
964
   D3DSURFACE_DESC texture_description;
965
   wchar_t texturefile_pathname[MAX_PATH];
966
   static wchar_t *filename;
967
   unsigned long hash;
968
   int texture_index;
969
   va_list argptr;
970
 
971
   // concatenate all the arguments in one string
972
   va_start (argptr, fmt);
973
   wvsprintf (texturefile_pathname, fmt, argptr);
974
   va_end (argptr);
975
 
976
   // resolve wildcards and get content hash
977
   ResolveWildcard (texturefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
978
   hash = HashFile (texturefile_pathname);
979
 
980
   // now cycle through all our loaded textures and see if it's already loaded
981
   for (texture_index = 0; texture_index < texture_count; texture_index++)
982
      if (textures[texture_index].hash == hash)
983
         return (texture_index); // if we can find it, return its index so as not to load it twice
984
 
985
   // reallocate space to hold one texture more
986
   textures = (texture_t *) SAFE_realloc (textures, texture_count, texture_count + 1, sizeof (texture_t), false);
987
 
988
   // ask Direct3D to prepare texture data
989
   if (FAILED (D3DXCreateTextureFromFile (d3ddev, texturefile_pathname, &textures[texture_count].texture)))
990
   {
991
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 992
      terminate_everything = true; // this is a fatal error
1 pmbaty 993
      return (-1); // bomb out on error
994
   }
995
 
996
   // get info on the newly loaded texture such as size etc.
997
   textures[texture_count].texture->GetLevelDesc (0, &texture_description);
998
   textures[texture_count].width = texture_description.Width; // save texture width (as loaded)
999
   textures[texture_count].height = texture_description.Height; // save texture height (as loaded)
1000
   textures[texture_count].hash = hash; // save its hash
1001
   texture_count++; // we know now one texture more
1002
   return (texture_count - 1); // return its index
1003
}
1004
 
1005
 
1006
int Render_LoadFont (const wchar_t *font_name, int font_size, bool is_bold, bool is_italic)
1007
{
1008
   // this function appends a new font in the global fonts buffer and returns its index
1009
 
1010
   unsigned long pathname_hash;
1011
   int font_index;
1012
 
1013
   // first, get the hash of the requested pathname (include font size and weight parameters)
1014
   pathname_hash = HashString (font_name);
1015
   pathname_hash += 3 * (unsigned long) font_size + 2 * (unsigned long) is_bold + (unsigned long) is_italic;
1016
 
1017
   // now cycle through all our loaded fonts and see if it's already loaded
1018
   for (font_index = 0; font_index < font_count; font_index++)
1019
      if (fonts[font_index].pathname_hash == pathname_hash)
1020
         return (font_index); // if we can find it, return its index so as not to load it twice
1021
 
1022
   // reallocate space to hold one font more
1023
   fonts = (font_t *) SAFE_realloc (fonts, font_count, font_count + 1, sizeof (font_t), false);
1024
 
1025
   // create a Direct3D font object and record font data
1026
   if (FAILED (D3DXCreateFont (d3ddev, font_size, // font height
12 pmbaty 1027
                               2 * font_size / 5, // font width
1 pmbaty 1028
                               (is_bold ? FW_BOLD : FW_NORMAL), // font weight (bold, etc)
1029
                               0, // miplevels
1030
                               is_italic, // is italic
1031
                               DEFAULT_CHARSET, // charset
1032
                               OUT_DEFAULT_PRECIS, // precision
1033
                               CLEARTYPE_QUALITY, // font quality (antialiased or not)
1034
                               DEFAULT_PITCH | FF_DONTCARE, // font family
1035
                               font_name, // font name
1036
                               &fonts[font_count].font))) // and a pointer that will receive the font
1037
   {
1038
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddFontD3DXCreateFontFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 1039
      terminate_everything = true; // this is a fatal error
1 pmbaty 1040
      return (-1); // bomb out on error
1041
   }
1042
 
1043
   fonts[font_count].pathname_hash = pathname_hash; // save its hash
1044
   font_count++; // we know now one font more
1045
   return (font_count - 1); // return its index
1046
}
1047
 
1048
 
1049
int Render_LoadSprite (const wchar_t *fmt, ...)
1050
{
1051
   // this function appends a new sprite in the global sprites buffer and returns its index
1052
 
1053
   wchar_t spritefile_pathname[MAX_PATH];
1054
   unsigned long hash;
1055
   int sprite_index;
1056
   va_list argptr;
1057
 
1058
   // concatenate all the arguments in one string
1059
   va_start (argptr, fmt);
1060
   wvsprintf (spritefile_pathname, fmt, argptr);
1061
   va_end (argptr);
1062
 
1063
   // resolve wildcards and get content hash
1064
   ResolveWildcard (spritefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
1065
   hash = HashFile (spritefile_pathname);
1066
 
1067
   // now cycle through all our loaded sprites and see if it's already loaded
1068
   for (sprite_index = 0; sprite_index < sprite_count; sprite_index++)
1069
      if (sprites[sprite_index].hash == hash)
1070
         return (sprite_index); // if we can find it, return its index so as not to load it twice
1071
 
1072
   // reallocate space to hold one sprite more
1073
   sprites = (sprite_t *) SAFE_realloc (sprites, sprite_count, sprite_count + 1, sizeof (sprite_t), false);
1074
 
1075
   // ask Direct3D to prepare texture data
1076
   if (FAILED (D3DXCreateSprite (d3ddev, &sprites[sprite_count].sprite)))
1077
   {
1078
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 1079
      terminate_everything = true; // this is a fatal error
1 pmbaty 1080
      return (-1); // bomb out on error
1081
   }
1082
   sprites[sprite_count].texture_index = Render_LoadTexture (spritefile_pathname); // register and save sprite texture
1083
   sprites[sprite_count].hash = hash; // save its hash
1084
 
1085
   sprite_count++; // we know now one sprite more
1086
   return (sprite_count - 1); // return its index
1087
}
1088
 
1089
 
1090
int Render_MaterialIndexOf (const wchar_t *material_name)
1091
{
1092
   // this function returns the index of the material in the global materials array which has the specified name
1093
 
1094
   int material_index;
1095
 
1096
   // cycle through all materials and look whether one with the specified name exists
1097
   for (material_index = 0; material_index < material_count; material_index++)
1098
      if (_wcsicmp (materials[material_index].name, material_name) == 0)
1099
         return (material_index); // if we find one, return its index
1100
 
1101
   return (material_count - 1); // else return the index of the last material in list, which is the default material
1102
}
1103
 
1104
 
1105
void Render_MouseToFloor (short mouse_x, short mouse_y, float *floor_x, float *floor_y)
1106
{
1107
   // this function converts a mouse coordinates into floor coordinates by doing vector
1108
   // projection on the floor plane from the eyepoint of the camera
1109
 
1110
   static D3DXPLANE floor_plane;
1111
   static bool is_planefound = false;
1112
 
1113
   D3DXMATRIX projection_matrix;
1114
   D3DXMATRIX view_matrix;
1115
   D3DXMATRIX invertedview_matrix;
1116
   float mouse_pitch;
1117
   float mouse_yaw;
1118
   vector_t v_lookat;
1119
   vector_t v_intersection;
1120
 
1121
   // find the floor plane (only do it once)
1122
   if (!is_planefound)
1123
   {
1124
      D3DXPlaneFromPointNormal (&floor_plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1125
      is_planefound = true; // once and for all, as this plane will never change
1126
   }
1127
 
1128
   // get the current projection and view matrices, and invert the view matrix
1129
   d3ddev->GetTransform (D3DTS_PROJECTION, &projection_matrix);
1130
   d3ddev->GetTransform (D3DTS_VIEW, &view_matrix);
1131
   D3DXMatrixInverse (&invertedview_matrix, NULL, &view_matrix);
1132
 
1133
   // convert the mouse coordinates to relative pitch and yaw
1134
   mouse_pitch =  (((mouse_x * 2.0f) / current_width) - 1) / projection_matrix._11;
1135
   mouse_yaw = -(((mouse_y * 2.0f) / current_height) - 1) / projection_matrix._22;
1136
 
1137
   // now build a matrix that will describe the mouse direction vector, add it to the camera position, and make it 200 times longer
1138
   v_lookat.x = camera_position.x + (mouse_pitch * invertedview_matrix._11 + mouse_yaw * invertedview_matrix._21 + invertedview_matrix._31) * 200.0f;
1139
   v_lookat.y = camera_position.y + (mouse_pitch * invertedview_matrix._12 + mouse_yaw * invertedview_matrix._22 + invertedview_matrix._32) * 200.0f;
1140
   v_lookat.z = camera_position.z + (mouse_pitch * invertedview_matrix._13 + mouse_yaw * invertedview_matrix._23 + invertedview_matrix._33) * 200.0f;
1141
 
1142
   // and the intersection point with our ray
1143
   D3DXPlaneIntersectLine ((D3DXVECTOR3 *) &v_intersection, &floor_plane, (D3DXVECTOR3 *) &camera_position, (D3DXVECTOR3 *) &v_lookat);
1144
 
1145
   // now fill the return values
1146
   *floor_x = v_intersection.x;
1147
   *floor_y = v_intersection.y;
1148
 
1149
   return; // finished
1150
}
1151
 
1152
 
1153
bool Render_IsMouseInBox (short mouse_x, short mouse_y, float x_percent, float y_percent, float width_percent, float height_percent)
1154
{
1155
   // helper function that returns whether the mouse coordinates are inside a given square
1156
 
1157
   float mousex_percent;
1158
   float mousey_percent;
1159
 
1160
   // compute mouse coordinates in percents
1161
   mousex_percent = (float) (mouse_x * 100) / current_width;
1162
   mousey_percent = (float) (mouse_y * 100) / current_height;
1163
 
1164
   return ((mousex_percent >= x_percent) && (mousex_percent <= x_percent + width_percent)
1165
           && (mousey_percent >= y_percent) && (mousey_percent <= y_percent + height_percent));
1166
}
1167
 
1168
 
1169
static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname)
1170
{
1171
   // this function loads a mesh from a Wavefront Object file (.obj)
1172
 
1173
   #define OBJ_INCREASE_OR_RESIZE(count,maxcount,increment,arrayptr,type,erase) { \
1174
      (count)++; \
1175
      if ((count) == (maxcount)) \
1176
      { \
1177
         (arrayptr) = (type *) SAFE_realloc ((arrayptr), (maxcount), (maxcount) + (increment), sizeof (type), erase); \
1178
         (maxcount) += (increment); \
1179
      } \
1180
   }
1181
   #define OBJ_CONVERT_INDEX(element,current_element_count) if ((element) < 0) (element) = (current_element_count) + (element); else (element)--;
1182
   #define OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX(uniquevertex) \
1183
   { \
1184
      hash = &hashtable[*((unsigned long *) &obj.vs[(uniquevertex).iv].x) & 0xFF]; \
1185
      for (vertex_index = 0; vertex_index < hash->count; vertex_index++) \
1186
         if ((memcmp (&vertices[hash->indices[vertex_index]].position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)) == 0) \
1187
             && (memcmp (&vertices[hash->indices[vertex_index]].normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)) == 0) \
1188
             && (memcmp (&vertices[hash->indices[vertex_index]].texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)) == 0)) \
1189
            break; \
1190
      if (vertex_index == hash->count) \
1191
      { \
1192
         vertex_index = mesh->vertice_count; \
1193
         current_vertex = &vertices[vertex_index]; \
1194
         memset (current_vertex, 0, sizeof (vertex_t)); \
1195
         memcpy (&current_vertex->position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)); \
1196
         if ((uniquevertex).in > -1) \
1197
            memcpy (&current_vertex->normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)); \
1198
         if ((uniquevertex).itc > -1) \
1199
            memcpy (&current_vertex->texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)); \
1200
         hash = &hashtable[*((unsigned long *) &current_vertex->normal.x) & 0xFF]; \
1201
         hash->indices = (long *) SAFE_realloc (hash->indices, hash->count, hash->count + 1, sizeof (long), false); \
1202
         hash->indices[hash->count] = vertex_index; \
1203
         hash->count++; \
1204
         mesh->vertice_count++; \
1205
      } \
1206
      else \
1207
         vertex_index = hash->indices[vertex_index]; \
1208
   }
1209
 
1210
   typedef struct obj_uniquevertex_s { long iv, in, itc; } obj_uniquevertex_t;
1211
   typedef struct obj_face_s { obj_uniquevertex_t v1, v2, v3; } obj_face_t;
1212
   typedef struct obj_hashbucket_s { int count; long *indices; /* mallocated */ } obj_hashbucket_t;
1213
   typedef struct objfile_s
1214
   {
1215
      vector_t *vs; long v_count; long v_maxcount; // array mallocated to v_maxcount
1216
      vector_t *ns; long n_count; long n_maxcount; // array mallocated to n_maxcount
1217
      texcoord_t *tcs; long tc_count; long tc_maxcount; // array mallocated to tc_maxcount
1218
      obj_face_t *fs; long f_count; long f_maxcount; // array mallocated to f_maxcount
1219
   } objfile_t;
1220
 
1221
   static obj_hashbucket_t hashtable[256];
1222
   objfile_t obj;
1223
   obj_hashbucket_t *hash;
1224
   obj_face_t *f;
1225
   vertex_t *vertices; // mallocated
1226
   unsigned long *indices; // mallocated
1227
   vertex_t *current_vertex;
81 pmbaty 1228
   unsigned long file_size;
1 pmbaty 1229
   char *filedata; // mallocated
1230
   char *fileptr;
1231
   int vertex_index;
1232
   int array_index;
1233
   void *ptr_to;
1234
   FILE *fp;
1235
 
1236
   // open the mesh file and read it as a whole
1237
   _wfopen_s (&fp, objfile_pathname, L"rb");
1238
   if (fp == NULL)
1239
      return (false); // bomb out on error
81 pmbaty 1240
   fseek (fp, 0, SEEK_END); // seek at end of file...
1241
   file_size = ftell (fp); // ...read file length...
1242
   fseek (fp, 0, SEEK_SET); // and rewind
1243
   filedata = (char *) SAFE_malloc (file_size, sizeof (char), false); // mallocate space for data
1244
   fread (filedata, file_size, 1, fp); // read file as a whole
1 pmbaty 1245
   fclose (fp); // file is read, close it
1246
 
1247
   // allocate space for an arbitrary amount of vertices, texture coordinates, normals and faces
1248
   memset (&obj, 0, sizeof (obj));
1249
   obj.v_maxcount = 10000; obj.vs = (vector_t *) SAFE_malloc (obj.v_maxcount, sizeof (vector_t), false);
1250
   obj.n_maxcount = 10000; obj.ns = (vector_t *) SAFE_malloc (obj.n_maxcount, sizeof (vector_t), false);
1251
   obj.tc_maxcount = 10000; obj.tcs = (texcoord_t *) SAFE_malloc (obj.tc_maxcount, sizeof (texcoord_t), false);
1252
   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 !)
1253
 
1254
   // read file line per line...
1255
   fileptr = filedata - 1; // start parsing line after line
1256
   while (fileptr != NULL)
1257
   {
1258
      fileptr++; // skip the line feed (or reach the first character, if it's the first pass)
1259
 
1260
      // is it a vertex-related line ?
1261
      if (fileptr[0] == L'v')
1262
      {
1263
         // is it a vertex, a normal or a texture coordinate ?
1264
         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))
1265
            OBJ_INCREASE_OR_RESIZE (obj.v_count, obj.v_maxcount, 10000, obj.vs, vector_t, false) // one vertex more has been read
1266
         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))
1267
            OBJ_INCREASE_OR_RESIZE (obj.n_count, obj.n_maxcount, 10000, obj.ns, vector_t, false) // one normal more has been read
1268
         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))
1269
            OBJ_INCREASE_OR_RESIZE (obj.tc_count, obj.tc_maxcount, 10000, obj.tcs, texcoord_t, false) // one texture coordinate more has been read
1270
      }
1271
 
1272
      // else is it a face-related line ?
1273
      else if (fileptr[0] == L'f')
1274
      {
1275
         // get a quick pointer to current face (note: it's been already blanked out by malloc())
1276
         f = &obj.fs[obj.f_count];
1277
 
1278
         // is it a face with normals, a face without normals or a face without normals and texture coordinates ?
1279
         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)
1280
             || (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)
1281
             || (sscanf_s (&fileptr[2], "%d %d %d", &f->v3.iv, &f->v2.iv, &f->v3.iv) == 6))
1282
         {
1283
            OBJ_CONVERT_INDEX (f->v1.iv, obj.v_count);
1284
            OBJ_CONVERT_INDEX (f->v1.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1285
            OBJ_CONVERT_INDEX (f->v1.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1286
            OBJ_CONVERT_INDEX (f->v2.iv, obj.v_count);
1287
            OBJ_CONVERT_INDEX (f->v2.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1288
            OBJ_CONVERT_INDEX (f->v2.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1289
            OBJ_CONVERT_INDEX (f->v3.iv, obj.v_count);
1290
            OBJ_CONVERT_INDEX (f->v3.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1291
            OBJ_CONVERT_INDEX (f->v3.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1292
            OBJ_INCREASE_OR_RESIZE (obj.f_count, obj.f_maxcount, 5000, obj.fs, obj_face_t, true) // one face more has been read
1293
         }
1294
      }
1295
 
1296
      fileptr = strchr (fileptr, '\n'); // proceed to next line
1297
   }
1298
 
1299
   // now build our final vertex and index list
1300
   vertices = (vertex_t *) SAFE_malloc (3 * obj.f_count, sizeof (vertex_t), false); // mallocate for the max number of vertices we can have
1301
   indices = (unsigned long *) SAFE_malloc (3 * obj.f_count, sizeof (unsigned long), false); // mallocate for the right amount of indices
1302
 
1303
   // t3h mighty l00p ^^ (builds vertex and index buffers)
1304
   memset (hashtable, 0, sizeof (hashtable)); // wipe out the hashtable
1305
   mesh->vertice_count = 0; // start with an unoptimized list
1306
   for (array_index = 0; array_index < obj.f_count; array_index++)
1307
   {
1308
      f = &obj.fs[array_index]; // quick access to current face
1309
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v1);
1310
      indices[3 * array_index + 0] = vertex_index;
1311
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v2);
1312
      indices[3 * array_index + 1] = vertex_index;
1313
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v3);
1314
      indices[3 * array_index + 2] = vertex_index;
1315
   }
1316
 
1317
   // now create a correctly-sized DirectX vertex buffer and populate it
1318
   mesh->vertex_format = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
1319
   mesh->vertice_size = sizeof (vertex_t);
1320
   d3ddev->CreateVertexBuffer (mesh->vertice_count * mesh->vertice_size, // length
1321
                               D3DUSAGE_DYNAMIC, // usage
1322
                               mesh->vertex_format, // vertex format
1323
                               D3DPOOL_DEFAULT, // pool type
1324
                               &mesh->d3dvertices, // pointer to the vertex buffer pointer
1325
                               NULL); // shared handle
1326
   mesh->d3dvertices->Lock (0, mesh->vertice_count * mesh->vertice_size, &ptr_to, D3DLOCK_DISCARD);
1327
   memcpy (ptr_to, vertices, mesh->vertice_count * mesh->vertice_size);
1328
   mesh->d3dvertices->Unlock ();
1329
 
1330
   // create a correctly-sized DirectX index buffer and populate it
1331
   mesh->is_indexed = true; // remember that we're building an index buffer
1332
   mesh->indice_count = obj.f_count * 3;
1333
   mesh->indice_size = (mesh->indice_count <= (int) USHRT_MAX ? 2 : 4);
1334
   d3ddev->CreateIndexBuffer (mesh->indice_count * mesh->indice_size, // length
1335
                              D3DUSAGE_DYNAMIC, // usage
1336
                              (mesh->indice_size == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32), // format (here, 16 or 32-bit)
1337
                              D3DPOOL_DEFAULT, // pool type
1338
                              &mesh->d3dindices, // pointer to the index buffer pointer
1339
                              NULL); // shared handle
1340
   mesh->d3dindices->Lock (0, mesh->indice_count * mesh->indice_size, &ptr_to, D3DLOCK_DISCARD);
1341
   if (mesh->indice_size == 2)
1342
      for (array_index = 0; array_index < mesh->indice_count; array_index++)
1343
         ((unsigned short *) ptr_to)[array_index] = (unsigned short) indices[array_index];
1344
   else
1345
      memcpy (ptr_to, indices, mesh->indice_count * mesh->indice_size);
1346
   mesh->d3dindices->Unlock ();
1347
 
1348
   // finished, free the temporary objects
1349
   for (array_index = 0; array_index < sizeof (hashtable) / sizeof (obj_hashbucket_t); array_index++)
1350
      SAFE_free ((void **) &hashtable[array_index].indices);
1351
   SAFE_free ((void **) &indices);
1352
   SAFE_free ((void **) &vertices);
1353
   SAFE_free ((void **) &obj.vs);
1354
   SAFE_free ((void **) &obj.ns);
1355
   SAFE_free ((void **) &obj.tcs);
1356
   SAFE_free ((void **) &obj.fs);
1357
   SAFE_free ((void **) &filedata);
1358
 
1359
   return (true); // Wavefront Object successfully loaded, return TRUE
1360
 
1361
   #undef OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX
1362
   #undef OBJ_CONVERT_INDEX
1363
   #undef OBJ_INCREASE_OR_RESIZE
1364
}
1365
 
1366
 
1367
static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject)
1368
{
1369
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1370
 
1371
   D3DXMATRIX rotation_matrix;
1372
   D3DXMATRIX translation_matrix;
1373
   D3DXMATRIX reflect_matrix;
1374
   D3DXMATRIX scaling_matrix;
1375
   material_t *material;
1376
   D3DMATERIAL9 d3dmaterial;
1377
   D3DXPLANE plane;
1378
   mesh_t *mesh;
1379
   mesh_t *tile_mesh;
1380
   float alpha;
1381
 
1382
   // draw the reflection below this mesh
1383
 
1384
   // quick access to meshes
1385
   mesh = &meshes[sceneobject->mesh_index];
1386
   tile_mesh = &meshes[theme->tile_meshindex];
1387
 
1388
   // set the world transform at location
1389
   D3DXPlaneFromPointNormal (&plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1390
   D3DXMatrixReflect (&reflect_matrix, &plane);
1391
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, -sceneobject->pitch * TO_RADIANS, 0.0f, -sceneobject->yaw * TO_RADIANS);
1392
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, -sceneobject->z);
1393
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1394
 
1395
   // tell Direct3D about our matrix
1396
   d3ddev->SetTransform (D3DTS_WORLD, &(reflect_matrix * scaling_matrix * rotation_matrix * translation_matrix));
1397
 
1398
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer
1399
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_LESS); // instruct how to fill the stencil buffer
1400
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); // instruct how to fill the stencil buffer
1401
 
1402
   // set the texture for this mesh
1403
   if (sceneobject->texture_index != -1)
1404
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1405
   else
1406
      d3ddev->SetTexture (0, NULL);
1407
 
1408
   // adjust the light reflection properties by setting the material
1409
   if (sceneobject->material_index != -1)
1410
      material = &materials[sceneobject->material_index]; // use the specified scene object material
1411
   else
1412
      material = &materials[material_count - 1]; // scene object material unspecified, use default material
1413
   alpha = theme->reflection_alpha / 256.0f;
1414
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency * alpha); // Alpha value not used according to SDK
1415
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency * alpha);
1416
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency * alpha); // Alpha value not used according to SDK
1417
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency * alpha); // Alpha value not used according to SDK
1418
   d3dmaterial.Power = material->shininess;
1419
   d3ddev->SetMaterial (&d3dmaterial);
1420
 
1421
   // draw the mesh subset
1422
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1423
   d3ddev->SetFVF (mesh->vertex_format);
1424
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1425
   if (mesh->is_indexed)
1426
   {
1427
      d3ddev->SetIndices (mesh->d3dindices);
1428
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1429
   }
1430
   else
1431
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1432
 
1433
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // and disable the stencil buffer
1434
 
1435
   // now draw the simple shadow below this mesh
1436
 
1437
   // grab the tools we need in hand
1438
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable the Z buffer
1439
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB (255, 255, 255)); // raise ambient light
1440
 
1441
   // position the simple shadow sprite
1442
   D3DXMatrixScaling (&scaling_matrix, max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), 0.0f);
1443
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, 0.0f);
1444
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * translation_matrix));
1445
 
1446
   // adjust the light reflection properties by setting the material
1447
   material = &materials[material_count - 1]; // use the default material
1448
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1449
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1450
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1451
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1452
   d3dmaterial.Power = material->shininess;
1453
   d3ddev->SetMaterial (&d3dmaterial);
1454
 
1455
   d3ddev->SetTexture (0, textures[theme->shadow_textureindex].texture); // select the texture we want
1456
 
1457
   // and then draw it
1458
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1459
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1460
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1461
   if (tile_mesh->is_indexed)
1462
   {
1463
      d3ddev->SetIndices (tile_mesh->d3dindices);
1464
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1465
   }
1466
   else
1467
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1468
 
1469
   // finished, reset ambient light to its previous value and enable the Z buffer back
1470
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1471
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
1472
 
1473
   return; // finished
1474
}
1475
 
1476
 
1477
static void Render_DrawSceneObject (sceneobject_t *sceneobject)
1478
{
1479
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1480
 
1481
   D3DXMATRIX rotation_matrix;
1482
   D3DXMATRIX translation_matrix;
1483
   D3DXMATRIX scaling_matrix;
1484
   material_t *material;
1485
   D3DMATERIAL9 d3dmaterial;
1486
   mesh_t *mesh;
1487
 
1488
   // is this object a tile (i.e, it has no mesh) ?
1489
   if (sceneobject->mesh_index == -1)
1490
   {
1491
      Render_DrawSceneTile (sceneobject); // then draw it as a tile instead
1492
      return; // and return
1493
   }
1494
 
1495
   // quick access to mesh
1496
   mesh = &meshes[sceneobject->mesh_index];
1497
 
1498
   // set the world transform at location
1499
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1500
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1501
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1502
 
1503
   // tell Direct3D about our matrix
1504
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1505
 
1506
   // set the texture for this mesh
1507
   if (sceneobject->texture_index != -1)
1508
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1509
   else
1510
      d3ddev->SetTexture (0, NULL);
1511
 
1512
   // adjust the light reflection properties by setting the material
1513
   if (sceneobject->material_index != -1)
1514
      material = &materials[sceneobject->material_index];
1515
   else
1516
      material = &materials[material_count - 1];
1517
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1518
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1519
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1520
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1521
   d3dmaterial.Power = material->shininess;
1522
   d3ddev->SetMaterial (&d3dmaterial);
1523
 
1524
   // draw the mesh subset
1525
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1526
   d3ddev->SetFVF (mesh->vertex_format);
1527
 
1528
   // is there transparency on this mesh ?
1529
   if (material->transparency < 1)
1530
   {
1531
      d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1532
      if (mesh->is_indexed)
1533
      {
1534
         d3ddev->SetIndices (mesh->d3dindices);
1535
         d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1536
      }
1537
      else
1538
         d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1539
   }
1540
 
1541
   // now draw the front faces
1542
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CCW); // draw the front faces
1543
   if (mesh->is_indexed)
1544
   {
1545
      d3ddev->SetIndices (mesh->d3dindices);
1546
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1547
   }
1548
   else
1549
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1550
 
1551
   return; // finished
1552
}
1553
 
1554
 
1555
static void Render_DrawSceneTile (sceneobject_t *sceneobject)
1556
{
1557
   // fast helper to draw a tile (i.e, an object that doesn't have a mesh) at a specified location
1558
 
1559
   D3DXMATRIX rotation_matrix;
1560
   D3DXMATRIX translation_matrix;
1561
   D3DXMATRIX scaling_matrix;
1562
   material_t *material;
1563
   D3DMATERIAL9 d3dmaterial;
1564
   mesh_t *tile_mesh;
1565
 
1566
   tile_mesh = &meshes[theme->tile_meshindex]; // quick access to tile mesh
1567
 
1568
   // grab the tools we need in hand
1569
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_RGBA (0xFF, 0xFF, 0xFF, 0xFF)); // raise light
1570
 
1571
   // set the world transform at location
1572
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1573
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1574
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1575
 
1576
   // tell Direct3D about our matrix
1577
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1578
 
1579
   // adjust the light reflection properties by setting the material
1580
   material = &materials[material_count - 1]; // use the default material for tiles
1581
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->ambient);
1582
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->diffuse);
1583
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->emissive);
1584
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->specular);
1585
   d3dmaterial.Power = material->shininess;
1586
   d3ddev->SetMaterial (&d3dmaterial);
1587
 
1588
   // select the texture we want
1589
   d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1590
 
1591
   // and then draw it
1592
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1593
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1594
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1595
   if (tile_mesh->is_indexed)
1596
   {
1597
      d3ddev->SetIndices (tile_mesh->d3dindices);
1598
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1599
   }
1600
   else
1601
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1602
 
1603
   // finished, reset ambient light to its previous value
1604
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1605
 
1606
   return; // finished
1607
}
1608
 
1609
 
1610
static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha)
1611
{
1612
   // fast helper to draw a sprite at a specified location with certain parameters
1613
 
1614
   D3DXMATRIX scaling_matrix;
1615
   texture_t *texture;
1616
   float scale_x;
1617
   float scale_y;
1618
 
1619
   texture = &textures[sprite->texture_index]; // quick access to sprite's texture
1620
 
1621
   scale_x = (width_percent * (float) initial_width) / (float) (100 * texture->width);
1622
   scale_y = (height_percent * (float) initial_height) / (float) (100 * texture->height);
1623
 
1624
   // start rendering the sprite (an optimized version would draw all sprites in a row...)
1625
   sprite->sprite->Begin (D3DXSPRITE_ALPHABLEND);
1626
 
1627
   // scale and position the sprite
1628
   D3DXMatrixTransformation2D (&scaling_matrix, // output matrix
1629
                               NULL, // scaling center
1630
                               0.0f, // scaling rotation
1631
                               &D3DXVECTOR2 (scale_x, scale_y), // scaling ratio
1632
                               &D3DXVECTOR2 (0, 0), // rotation center
1633
                               0.0f, // rotation
1634
                               &D3DXVECTOR2 (x_percent * (float) initial_width / 100.0f, y_percent * (float) initial_height / 100.0f)); // translation
1635
   sprite->sprite->SetTransform (&scaling_matrix); // tell the sprite about the scaling and position transform
1636
 
1637
   // now draw the sprite with the specified alpha and finish rendering
1638
   sprite->sprite->Draw (texture->texture, NULL, NULL, NULL, D3DCOLOR_ARGB (alpha, 255, 255, 255));
1639
   sprite->sprite->End ();
1640
 
1641
   return; // finished
1642
}
1643
 
1644
 
124 pmbaty 1645
static void Render_GetTextBoundaries (float maxwidth_percent, int font_id, wchar_t *text, RECT *rect)
1 pmbaty 1646
{
1647
   // this function computes and returns the size of the rectangle the specified text will fit into. Note that text may be modified
1648
   // to insert new lines if it doesn't fit in a single line.
1649
 
1650
   int char_index;
1651
   int length;
1652
   int optimal_length;
1653
   bool have_split;
124 pmbaty 1654
   int max_width;
1 pmbaty 1655
 
1656
   // blank out the output rectangle
1657
   memset (rect, 0, sizeof (RECT));
1658
 
1659
   // ask direct3D to compute the text size a first time
1660
   fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1661
 
1662
   // if max width is not set, set it to viewport width
124 pmbaty 1663
   if (maxwidth_percent <= 0)
1 pmbaty 1664
      max_width = initial_width; // then use it to compute the real max width
124 pmbaty 1665
   else
1666
      max_width = (int) ((maxwidth_percent * (float) initial_width) / 100.0f); // else if specified, convert this percentage to an absolute pixel width
1 pmbaty 1667
 
1668
   // do we need more than one line ?
1669
   if (rect->right > max_width)
1670
   {
1671
      // see how many lines we need and compute the optimal length of one line
1672
      length = wcslen (text);
1673
      optimal_length = length / (1 + rect->right / (int) max_width);
1674
      have_split = false;
1675
      for (char_index = optimal_length; char_index < length; char_index++)
1676
         if (iswspace (text[char_index]))
1677
         {
1678
            text[char_index] = L'\n'; // interpolate linefeeds into string
1679
            have_split = true; // remember string has been split
1680
            char_index += optimal_length;
1681
         }
1682
 
1683
      // and ask direct3D to compute the text size again
1684
      fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1685
   }
1686
 
1687
   return; // finished
1688
}
1689
 
1690
 
124 pmbaty 1691
static void Render_wprintf (float x_percent, float y_percent, float maxwidth_percent, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...)
1 pmbaty 1692
{
1693
   // this function displays text on the Direct3D interface according to the given parameters. X and Y are the base coordinates of
1694
   // the text's bounding rectangle. Max_width is the maximum allowed width of this rectangle before wrapping words on a new line.
1695
   // Horiz_align and vert_align are the alignment parameters of the RECTANGLE relatively to X and Y. Text_align is the alignment of
1696
   // the TEXT inside this rectangle (meaning, you can have right-aligned text in a rectangle that is centered on a point). Font_id
1697
   // 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
1698
   // bounding rectangle, after any word wrapping corrections have been made. Fmt is a format string containing the text itself,
1699
   // printf-style.
1700
 
1701
   va_list argptr;
1702
   RECT rect;
1703
   int left;
1704
   int top;
124 pmbaty 1705
   int x;
1706
   int y;
1 pmbaty 1707
 
1708
   // concatenate all the arguments in one string
1709
   va_start (argptr, fmt);
1710
   wvsprintf (printf_buffer, fmt, argptr);
1711
   va_end (argptr);
1712
 
124 pmbaty 1713
   // translate percent coordinates into absolute coordinates
1714
   x = (int) ((x_percent * (float) initial_width) / 100.0f);
1715
   y = (int) ((y_percent * (float) initial_height) / 100.0f);
1716
 
1 pmbaty 1717
   // get the text boundaries
124 pmbaty 1718
   Render_GetTextBoundaries (maxwidth_percent, font_id, printf_buffer, &rect);
1 pmbaty 1719
 
1720
   // horizontal alignment
1721
   if (horiz_align == ALIGN_LEFT)
1722
      left = x;
1723
   else if (horiz_align == ALIGN_RIGHT)
1724
      left = x - rect.right;
1725
   else
1726
      left = x - rect.right / 2;
1727
 
1728
   // vertical alignment
1729
   if (vert_align == ALIGN_TOP)
1730
      top = y;
1731
   else if (vert_align == ALIGN_BOTTOM)
1732
      top = y - rect.bottom;
1733
   else
1734
      top = y - rect.bottom / 2;
1735
 
1736
   // now reposition our rectangle correctly acording to alignment
1737
   OffsetRect (&rect, left, top);
1738
 
1739
   // and draw the text
1740
   if (text_align == ALIGN_LEFT)
1741
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_LEFT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1742
   else if (horiz_align == ALIGN_RIGHT)
1743
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_RIGHT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1744
   else
1745
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_CENTER, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1746
 
1747
   // do we want the output rectangle ?
1748
   if (out_rect != NULL)
1749
      memcpy (out_rect, &rect, sizeof (rect)); // if so, copy it in the given variable
1750
 
1751
   return; // finished
1752
}
1753
 
1754
 
1755
static float DistanceToCamera (float x, float y, float z)
1756
{
1757
   // this function computes the distance of the point at coordinates x,y,z to the camera
1758
 
1759
   vector_t displacement;
1760
 
1761
   // compute displacement...
1762
   displacement.x = x - camera_position.x;
1763
   displacement.y = y - camera_position.y;
1764
   displacement.z = z - camera_position.z;
1765
 
1766
   // ...and then Pythagores in 3D
1767
   return (sqrtf (displacement.x * displacement.x + displacement.y * displacement.y + displacement.z * displacement.z));
1768
}
1769
 
1770
 
1771
static float FadeFloat (float from, float to, float start_time, float end_time)
1772
{
1773
   // helper function to return a progressive variation between from and to based on time
1774
 
1775
   if (end_time < current_time)
1776
      return (to);
1777
 
1778
   //      base + (variation) * (               fraction of completion               )
1779
   return (from + (to - from) * (current_time - start_time) / (end_time - start_time));
1780
}
1781
 
1782
 
1783
static unsigned long HashString (const wchar_t *string_buffer)
1784
{
1785
   // super fast string hash function, code courtesy of
1786
   // http://www.azillionmonkeys.com/qed/hash.html
1787
 
1788
   unsigned long length;
1789
   unsigned long hash;
1790
   unsigned long tmp;
1791
   int remaining;
1792
 
1793
   // first, get the string length and start with this as a hash value
1794
   length = wcslen (string_buffer) * sizeof (wchar_t);
1795
   hash = length;
1796
 
1797
   // figure out how many bytes there will remain after 32-bit processing
1798
   remaining = length & 3;
1799
   length >>= 2;
1800
 
1801
   // main loop, process 32-bit blocks
1802
   for ( ; length > 0; length--)
1803
   {
1804
      hash += *((const unsigned short *) string_buffer);
1805
      tmp = ((*((const unsigned short *) (string_buffer + 2))) << 11) ^ hash;
1806
      hash = (hash << 16) ^ tmp;
1807
      string_buffer += 2 * sizeof (unsigned short);
1808
      hash += hash >> 11;
1809
   }
1810
 
1811
   // handle the remaining bytes
1812
   if (remaining == 3)
1813
   {
1814
      hash += *((const unsigned short *) string_buffer);
1815
      hash ^= hash << 16;
1816
      hash ^= string_buffer[sizeof (unsigned short)] << 18;
1817
      hash += hash >> 11;
1818
   }
1819
   else if (remaining == 2)
1820
   {
1821
      hash += *((const unsigned short *) string_buffer);
1822
      hash ^= hash << 11;
1823
      hash += hash >> 17;
1824
   }
1825
   else if (remaining == 1)
1826
   {
1827
      hash += *string_buffer;
1828
      hash ^= hash << 10;
1829
      hash += hash >> 1;
1830
   }
1831
 
1832
   // force "avalanching" of final 127 bits
1833
   hash ^= hash << 3;
1834
   hash += hash >> 5;
1835
   hash ^= hash << 4;
1836
   hash += hash >> 17;
1837
   hash ^= hash << 25;
1838
   hash += hash >> 6;
1839
 
1840
   return (hash); // finished, return the hash value
1841
}
1842
 
1843
 
1844
static unsigned long HashFile (const wchar_t *file_pathname)
1845
{
1846
   // super fast file content pseudo-hash function
1847
 
1848
   unsigned short value;
81 pmbaty 1849
   unsigned long file_size;
1 pmbaty 1850
   FILE *fp;
1851
 
1852
   // open the file
1853
   _wfopen_s (&fp, file_pathname, L"rb");
1854
   if (fp == NULL)
1855
      return ((unsigned long) time (NULL)); // if file can't be open, return a random number
1856
 
81 pmbaty 1857
   // seek at end of file, read file size, and rewind
1858
   fseek (fp, 0, SEEK_END);
1859
   file_size = ftell (fp);
1860
   fseek (fp, 0, SEEK_SET);
1861
 
1 pmbaty 1862
   // seek at 2/3 of file size (if file is small enough, return only its content)
81 pmbaty 1863
   if (file_size >= 4)
1 pmbaty 1864
   {
81 pmbaty 1865
      fseek (fp, file_size * 2 / 3, SEEK_SET); // seek at 2/3 of file
1 pmbaty 1866
      fread (&value, 2, 1, fp); // and read a word here
1867
   }
81 pmbaty 1868
   else if (file_size >= 2)
1 pmbaty 1869
      fread (&value, 2, 1, fp);
81 pmbaty 1870
   else if (file_size == 1)
1 pmbaty 1871
      value = fgetc (fp);
1872
   else
1873
      value = 0;
1874
 
1875
   // finished, close the file
1876
   fclose (fp);
1877
 
1878
   // and return a hash composed of the 16 lower bits of the file size and the value we read
81 pmbaty 1879
   return ((unsigned long) (file_size << 16) | (unsigned long) value);
1 pmbaty 1880
}
1881
 
1882
 
1883
static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars)
1884
{
1885
   // this function resolves a pathname ending with .* by testing with various possible
1886
   // file extensions until one of the files formed that way is found to exist.
1887
 
1888
   static wchar_t extension_list[256]; // needs to be modifiable for strtok()
1889
   wchar_t *current_extension;
1890
   wchar_t *wcstok_context;
1891
   int length;
1892
 
1893
   wcscpy_s (extension_list, WCHAR_SIZEOF (extension_list), extensions_separated_by_bars);
1894
   length = wcslen (file_pathname); // get pathname length
1895
 
1896
   // does the pathname we want NOT end with a wildcard ?
1897
   if ((length < 2) || (wcscmp (&file_pathname[length - 2], L".*") != 0))
1898
      return; // no need to resolve anything
1899
 
1900
   // test each extension and see if a corresponding file exists
1901
   current_extension = wcstok_s (extension_list, L"|", &wcstok_context);
1902
   while (current_extension != NULL)
1903
   {
1904
      if (*current_extension == L'.')
1905
         current_extension++; // if current extension starts with a dot, skip it
81 pmbaty 1906
 
1 pmbaty 1907
      wcscpy_s (&file_pathname[length - 1], wcslen (current_extension) + 1, current_extension);
81 pmbaty 1908
      if (_waccess (file_pathname, 0) == 0)
1 pmbaty 1909
         return; // found a file with this extension
1910
      current_extension = wcstok_s (NULL, L"|", &wcstok_context);
1911
   }
1912
 
1913
   wcscpy_s (&file_pathname[length - 1], 2, L"*");
1914
   return; // if none of these extensions match, put the wildcard back and return
1915
}
1916
 
1917
 
1918
static int SortReflectedObjects (const void *object1, const void *object2)
1919
{
1920
   // callback function used by qsort() when sorting the reflected objects according to their distance to the viewer
1921
 
1922
   return ((int) (1000.0f * (((reflectedobject_t *) object2)->distance - ((reflectedobject_t *) object1)->distance)));
1923
}