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1 pmbaty 1
// render.cpp
2
 
3
// thanks ChaotikMind for optimizing the engine a bit :)
4
 
5
#include "common.h"
6
 
7
 
8
// note: DirectX requires a C++ compiler.
9
#include "DirectX9/Include/d3d9.h"
10
#include "DirectX9/Include/d3dx9.h"
11
 
12
// include the Direct3D library files
13
#pragma comment (lib, "DirectX9/Lib/x86/d3d9.lib")
14
#pragma comment (lib, "DirectX9/Lib/x86/d3dx9.lib")
15
 
16
 
17
// define this to display framerate
18
#define WANT_FRAMERATE
19
 
20
 
21
// handy macro to print a chatter channel reply
22
#define PRINT_CCREPLY(ccreply) \
23
{ \
24
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
25
                   chat_fontindex, (ccreply)->color, &rect, \
26
                   L"["); \
27
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
28
                   chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
29
                   (ccreply)->channelname); \
30
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
31
                   chat_fontindex, (ccreply)->color, &rect, \
32
                   L"] "); /* closing bracket + non-breakable space */ \
33
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
34
                   chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
35
                   (ccreply)->nickname); \
36
   Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
37
                   chat_fontindex, (ccreply)->color, &rect, \
38
                   L": "); /* colon + non-breakable space */ \
39
   if ((ccreply)->text != NULL) \
40
      Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
41
                      chat_fontindex, (ccreply)->color, &rect, \
42
                      (ccreply)->text); \
43
}
44
 
45
 
46
// handy macro to draw a GUI button
47
#define DRAW_BUTTON_IF_NEEDED(button) \
48
{ \
49
   if ((button).state != 0) \
50
      Render_DrawSprite (&sprites[(button).sprite_index], (button).left, (button).top, (button).width, (button).height, ((button).state == 2 ? 0xFF : 0x7F)); \
51
}
52
 
53
 
54
// handy macro to draw a GUI text
55
#define DRAW_TEXT_IF_NEEDED(text) \
56
{ \
57
   if ((text).is_displayed) \
58
   { \
59
      Render_wprintf ((int) ((text).xpos_percent * (float) initial_width) / 100, (int) ((text).ypos_percent * (float) initial_height) / 100, \
60
                      (int) ((text).maxwidth_percent * (float) initial_width) / 100, (text).horizontal_align, (text).vertical_align, (text).text_align, (text).font_index, \
61
                      ((text).want_fade ? \
62
                       RGBACOLOR_SETALPHA ((text).color, \
63
                                           (((text).appear_time + (text).disappear_time) * 0.5f > current_time ? \
64
                                           /* fading in  */ (int) FadeFloat (0, RGBACOLOR_ALPHA ((text).color), (text).appear_time, (text).appear_time + 0.5f) : \
65
                                           /* fading out */ (int) FadeFloat (RGBACOLOR_ALPHA ((text).color), 0, (text).disappear_time - 3.0f, (text).disappear_time))) : \
66
                       (text).color), \
67
                      NULL, (text).buffer); \
68
      if ((text).disappear_time < current_time) \
69
         (text).is_displayed = false; \
70
   } \
71
}
72
 
73
 
74
#pragma pack(push,1)
75
 
76
// definition for a vector
77
typedef struct vector_s
78
{
79
   float x; // X component
80
   float y; // Y component
81
   float z; // Z component
82
} vector_t;
83
 
84
 
85
// definition for a texture coordinates pair
86
typedef struct texcoord_s
87
{
88
   float u; // X coordinate of the texture point this vertex corresponds to
89
   float v; // Y coordinate of the texture point this vertex corresponds to
90
} texcoord_t;
91
 
92
 
93
// definition for a vertex (must be in that order for Direct3D)
94
typedef struct vertex_s
95
{
96
   vector_t position; // position in space
97
   vector_t normal; // coordinates of the unary normal vector of the plane this vertex is on (for illumination)
98
   texcoord_t texcoord; // coordinates of the texture point this vertex corresponds to
99
} vertex_t;
100
 
101
#pragma pack(pop)
102
 
103
 
104
// definition for a reflected object (qsort array element to sort reflections by distance)
105
typedef struct reflectedobject_s
106
{
107
   sceneobject_t *object; // pointer to the scene object
108
   float distance; // distance to viewer camera
109
} reflectedobject_t;
110
 
111
 
112
// definition for a material (light reflection type)
113
typedef struct material_s
114
{
115
   wchar_t name[32]; // material name
116
   float ambient; // ambient reflection value ranging from 0 to 1
117
   float diffuse; // diffuse reflection value ranging from 0 to 1
118
   float emissive; // emissive reflection value ranging from 0 to 1
119
   float specular; // specular reflection value ranging from 0 to 1
120
   float shininess; // shininess (specular factor)
121
   float transparency; // transparency value ranging from 0 (fully transparent) to 1 (opaque)
122
} material_t;
123
 
124
 
125
// definition for a mesh
126
typedef struct mesh_s
127
{
128
   unsigned long hash; // basic content hash, to avoid duplicates
129
   unsigned long vertex_format;
130
   IDirect3DVertexBuffer9 *d3dvertices; // handled opaquely by Direct3D
131
   int vertice_size;
132
   int vertice_count;
133
   bool is_indexed; // set to TRUE if this mesh has an index buffer
134
   IDirect3DIndexBuffer9 *d3dindices; // handled opaquely by Direct3D
135
   int indice_size;
136
   int indice_count;
137
} mesh_t;
138
 
139
 
140
// definition for a texture
141
typedef struct texture_s
142
{
143
   unsigned long hash; // basic content hash, to avoid duplicates
144
   int width;
145
   int height;
146
   IDirect3DTexture9 *texture;
147
} texture_t;
148
 
149
 
150
// definition for a font
151
typedef struct font_s
152
{
153
   unsigned long pathname_hash;
154
   ID3DXFont *font;
155
} font_t;
156
 
157
 
158
// definition for a sprite
159
typedef struct sprite_s
160
{
161
   unsigned long hash; // basic content hash, to avoid duplicates
162
   ID3DXSprite *sprite;
163
   int texture_index;
164
} sprite_t;
165
 
166
 
167
// global variables used in this module only
168
static IDirect3D9 *d3d = NULL; // our Direct3D interface
169
static IDirect3DDevice9 *d3ddev = NULL; // the device class
170
 
171
static material_t *materials = NULL;
172
static int material_count = 0;
173
static texture_t *textures = NULL;
174
static int texture_count = 0;
175
static mesh_t *meshes = NULL;
176
static int mesh_count = 0;
177
static font_t *fonts = NULL;
178
static int font_count = 0;
179
static sprite_t *sprites = NULL;
180
static int sprite_count = 0;
181
static const float fov_value = 45.0f; // field of view width, in degrees
182
static const float viewdist_near = 1.0f; // nearest view plane distance
183
static const float viewdist_far = 200.0f; // farthest view plane distance
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);
205
static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect);
206
static void Render_wprintf (int x, int y, int max_width, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...);
207
static float DistanceToCamera (float x, float y, float z);
208
static float FadeFloat (float from, float to, float start_time, float end_time);
209
static unsigned long HashString (const wchar_t *string_buffer);
210
static unsigned long HashFile (const wchar_t *file_pathname);
211
static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars);
212
static int SortReflectedObjects (const void *object1, const void *object2);
213
 
214
 
215
bool Render_Init (void)
216
{
217
   // this function sets up and initializes Direct3D
218
 
219
   static wchar_t *default_materialname = L"default";
220
 
221
   D3DCAPS9 device_capabilities;
222
   unsigned long behaviour_flags;
5 pmbaty 223
   unsigned long multisample_quality_count;
1 pmbaty 224
   D3DPRESENT_PARAMETERS d3dpp;
2 pmbaty 225
   wchar_t errorfile_path[MAX_PATH];
1 pmbaty 226
   wchar_t line_buffer[256];
227
   material_t material;
2 pmbaty 228
   HRESULT ret;
1 pmbaty 229
   RECT rect;
6 pmbaty 230
   RECT viewport_rect;
1 pmbaty 231
   FILE *fp;
232
 
233
   // create the Direct3D interface
234
   d3d = Direct3DCreate9 (D3D_SDK_VERSION);
235
 
236
   // get hardware capabilities
237
   if (FAILED (d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &device_capabilities)))
238
   {
239
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevGetDeviceCapsFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
240
      return (false);
241
   }
242
 
243
   // grab info from that and adjust our D3D settings
244
   best_supported_filter = (device_capabilities.RasterCaps & D3DPRASTERCAPS_ANISOTROPY ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
245
   behaviour_flags = (device_capabilities.VertexProcessingCaps != 0 ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING);
246
 
5 pmbaty 247
   // see if simple (non-maskable) full-scene antialiasing is supported and in how many quality flavors
248
   if (SUCCEEDED (d3d->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, false, D3DMULTISAMPLE_NONMASKABLE, &multisample_quality_count)))
249
      is_fsaa_supported = true; // remember FSAA is supported
1 pmbaty 250
 
251
   memset (&d3dpp, 0, sizeof (d3dpp)); // clear out the struct for use
252
   d3dpp.Windowed = true; // always windowed (because we can't display dialog boxes in fullscreen mode)
253
   d3dpp.BackBufferCount = 1;
254
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
255
   d3dpp.hDeviceWindow = hMainWnd; // set the window to be used by Direct3D
256
   d3dpp.EnableAutoDepthStencil = true; // enable Z-buffer and stencil buffer
257
   d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // D3DFMT_D15S1 15 bits should be enough to store each pixel's Z depth
5 pmbaty 258
   if (is_fsaa_supported)
259
   {
260
      d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE; // use multisampling (full scene antialiasing) if supported
261
      d3dpp.MultiSampleQuality = multisample_quality_count - 1; // use the best available multisample quality
262
   }
263
   else
264
   {
265
      d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // do not use multisampling (full scene antialiasing)
266
      d3dpp.MultiSampleQuality = 0;
267
   }
1 pmbaty 268
 
6 pmbaty 269
   // get main window's current rectangle and full screen size
270
   GetWindowRect (hMainWnd, &rect);
271
 
272
   // create a device class using this information and the info from the d3dpp stuct. Resize the window to the max displayable
273
   // size before creating the DirectX device, so as to guarantee the viewport will never be upscaled in case of window resize.
274
   MoveWindow (hMainWnd, rect.left, rect.top, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), false);
2 pmbaty 275
   if (FAILED (ret = d3d->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd, behaviour_flags, &d3dpp, &d3ddev)))
1 pmbaty 276
   {
277
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevCreateDeviceFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
2 pmbaty 278
 
279
      // on error, write a log file on the user's desktop
280
      errorfile_path[0] = 0;
281
      SHGetSpecialFolderPath (NULL, errorfile_path, CSIDL_DESKTOP, true);
282
      wcscat_s (errorfile_path, WCHAR_SIZEOF (errorfile_path), L"\\Chess Giants error.log");
283
      _wfopen_s (&fp, errorfile_path, L"w, ccs=UNICODE");
284
      if (fp != NULL)
285
      {
286
         fwprintf (fp, L"device_capabilities.DeviceType = %d\n", device_capabilities.DeviceType);
287
         fwprintf (fp, L"device_capabilities.AdapterOrdinal = %ul\n", device_capabilities.AdapterOrdinal);
288
         fwprintf (fp, L"device_capabilities.Caps = %ul\n", device_capabilities.Caps);
289
         fwprintf (fp, L"device_capabilities.Caps2 = %ul\n", device_capabilities.Caps2);
290
         fwprintf (fp, L"device_capabilities.Caps3 = %ul\n", device_capabilities.Caps3);
291
         fwprintf (fp, L"device_capabilities.PresentationIntervals = %ul\n", device_capabilities.PresentationIntervals);
292
         fwprintf (fp, L"device_capabilities.CursorCaps = %ul\n", device_capabilities.CursorCaps);
293
         fwprintf (fp, L"device_capabilities.DevCaps = %ul\n", device_capabilities.DevCaps);
294
         fwprintf (fp, L"device_capabilities.PrimitiveMiscCaps = %ul\n", device_capabilities.PrimitiveMiscCaps);
295
         fwprintf (fp, L"device_capabilities.RasterCaps = %ul\n", device_capabilities.RasterCaps);
296
         fwprintf (fp, L"device_capabilities.ZCmpCaps = %ul\n", device_capabilities.ZCmpCaps);
297
         fwprintf (fp, L"device_capabilities.SrcBlendCaps = %ul\n", device_capabilities.SrcBlendCaps);
298
         fwprintf (fp, L"device_capabilities.DestBlendCaps = %ul\n", device_capabilities.DestBlendCaps);
299
         fwprintf (fp, L"device_capabilities.AlphaCmpCaps = %ul\n", device_capabilities.AlphaCmpCaps);
300
         fwprintf (fp, L"device_capabilities.ShadeCaps = %ul\n", device_capabilities.ShadeCaps);
301
         fwprintf (fp, L"device_capabilities.TextureCaps = %ul\n", device_capabilities.TextureCaps);
302
         fwprintf (fp, L"device_capabilities.TextureFilterCaps = %ul\n", device_capabilities.TextureFilterCaps);
303
         fwprintf (fp, L"device_capabilities.CubeTextureFilterCaps = %ul\n", device_capabilities.CubeTextureFilterCaps);
304
         fwprintf (fp, L"device_capabilities.VolumeTextureFilterCaps = %ul\n", device_capabilities.VolumeTextureFilterCaps);
305
         fwprintf (fp, L"device_capabilities.TextureAddressCaps = %ul\n", device_capabilities.TextureAddressCaps);
306
         fwprintf (fp, L"device_capabilities.VolumeTextureAddressCaps = %ul\n", device_capabilities.VolumeTextureAddressCaps);
307
         fwprintf (fp, L"device_capabilities.LineCaps = %ul\n", device_capabilities.LineCaps);
308
         fwprintf (fp, L"device_capabilities.MaxTextureWidth = %ul\n", device_capabilities.MaxTextureWidth);
309
         fwprintf (fp, L"device_capabilities.MaxTextureHeight = %ul\n", device_capabilities.MaxTextureHeight);
310
         fwprintf (fp, L"device_capabilities.MaxVolumeExtent = %ul\n", device_capabilities.MaxVolumeExtent);
311
         fwprintf (fp, L"device_capabilities.MaxTextureRepeat = %ul\n", device_capabilities.MaxTextureRepeat);
312
         fwprintf (fp, L"device_capabilities.MaxTextureAspectRatio = %ul\n", device_capabilities.MaxTextureAspectRatio);
313
         fwprintf (fp, L"device_capabilities.MaxAnisotropy = %ul\n", device_capabilities.MaxAnisotropy);
314
         fwprintf (fp, L"device_capabilities.MaxVertexW = %f\n", device_capabilities.MaxVertexW);
315
         fwprintf (fp, L"device_capabilities.GuardBandLeft = %f\n", device_capabilities.GuardBandLeft);
316
         fwprintf (fp, L"device_capabilities.GuardBandTop = %f\n", device_capabilities.GuardBandTop);
317
         fwprintf (fp, L"device_capabilities.GuardBandRight = %f\n", device_capabilities.GuardBandRight);
318
         fwprintf (fp, L"device_capabilities.GuardBandBottom = %f\n", device_capabilities.GuardBandBottom);
319
         fwprintf (fp, L"device_capabilities.ExtentsAdjust = %f\n", device_capabilities.ExtentsAdjust);
320
         fwprintf (fp, L"device_capabilities.StencilCaps = %ul\n", device_capabilities.StencilCaps);
321
         fwprintf (fp, L"device_capabilities.FVFCaps = %ul\n", device_capabilities.FVFCaps);
322
         fwprintf (fp, L"device_capabilities.TextureOpCaps = %ul\n", device_capabilities.TextureOpCaps);
323
         fwprintf (fp, L"device_capabilities.MaxTextureBlendStages = %ul\n", device_capabilities.MaxTextureBlendStages);
324
         fwprintf (fp, L"device_capabilities.MaxSimultaneousTextures = %ul\n", device_capabilities.MaxSimultaneousTextures);
325
         fwprintf (fp, L"device_capabilities.VertexProcessingCaps = %ul\n", device_capabilities.VertexProcessingCaps);
326
         fwprintf (fp, L"device_capabilities.MaxActiveLights = %ul\n", device_capabilities.MaxActiveLights);
327
         fwprintf (fp, L"device_capabilities.MaxUserClipPlanes = %ul\n", device_capabilities.MaxUserClipPlanes);
328
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrices = %ul\n", device_capabilities.MaxVertexBlendMatrices);
329
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrixIndex = %ul\n", device_capabilities.MaxVertexBlendMatrixIndex);
330
         fwprintf (fp, L"device_capabilities.MaxPointSize = %f\n", device_capabilities.MaxPointSize);
331
         fwprintf (fp, L"device_capabilities.MaxPrimitiveCount = %ul\n", device_capabilities.MaxPrimitiveCount);
332
         fwprintf (fp, L"device_capabilities.MaxVertexIndex = %ul\n", device_capabilities.MaxVertexIndex);
333
         fwprintf (fp, L"device_capabilities.MaxStreams = %ul\n", device_capabilities.MaxStreams);
334
         fwprintf (fp, L"device_capabilities.MaxStreamStride = %ul\n", device_capabilities.MaxStreamStride);
335
         fwprintf (fp, L"device_capabilities.VertexShaderVersion = %ul\n", device_capabilities.VertexShaderVersion);
336
         fwprintf (fp, L"device_capabilities.MaxVertexShaderConst = %ul\n", device_capabilities.MaxVertexShaderConst);
337
         fwprintf (fp, L"device_capabilities.PixelShaderVersion = %ul\n", device_capabilities.PixelShaderVersion);
338
         fwprintf (fp, L"device_capabilities.PixelShader1xMaxValue = %f\n", device_capabilities.PixelShader1xMaxValue);
339
         fwprintf (fp, L"device_capabilities.DevCaps2 = %ul\n", device_capabilities.DevCaps2);
340
         fwprintf (fp, L"device_capabilities.MaxNpatchTessellationLevel = %f\n", device_capabilities.MaxNpatchTessellationLevel);
341
         fwprintf (fp, L"device_capabilities.Reserved5 = %ul\n", device_capabilities.Reserved5);
342
         fwprintf (fp, L"device_capabilities.MasterAdapterOrdinal = %ul\n", device_capabilities.MasterAdapterOrdinal);
343
         fwprintf (fp, L"device_capabilities.AdapterOrdinalInGroup = %ul\n", device_capabilities.AdapterOrdinalInGroup);
344
         fwprintf (fp, L"device_capabilities.NumberOfAdaptersInGroup = %ul\n", device_capabilities.NumberOfAdaptersInGroup);
345
         fwprintf (fp, L"device_capabilities.DeclTypes = %ul\n", device_capabilities.DeclTypes);
346
         fwprintf (fp, L"device_capabilities.NumSimultaneousRTs = %ul\n", device_capabilities.NumSimultaneousRTs);
347
         fwprintf (fp, L"device_capabilities.StretchRectFilterCaps = %ul\n", device_capabilities.StretchRectFilterCaps);
348
         fwprintf (fp, L"device_capabilities.VS20Caps.Caps = %ul\n", device_capabilities.VS20Caps.Caps);
349
         fwprintf (fp, L"device_capabilities.VS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.VS20Caps.DynamicFlowControlDepth);
350
         fwprintf (fp, L"device_capabilities.VS20Caps.NumTemps = %d\n", device_capabilities.VS20Caps.NumTemps);
351
         fwprintf (fp, L"device_capabilities.VS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.VS20Caps.StaticFlowControlDepth);
352
         fwprintf (fp, L"device_capabilities.PS20Caps.Caps = %ul\n", device_capabilities.PS20Caps.Caps);
353
         fwprintf (fp, L"device_capabilities.PS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.PS20Caps.DynamicFlowControlDepth);
354
         fwprintf (fp, L"device_capabilities.PS20Caps.NumTemps = %d\n", device_capabilities.PS20Caps.NumTemps);
355
         fwprintf (fp, L"device_capabilities.PS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.PS20Caps.StaticFlowControlDepth);
356
         fwprintf (fp, L"device_capabilities.PS20Caps.NumInstructionSlots = %d\n", device_capabilities.PS20Caps.NumInstructionSlots);
357
         fwprintf (fp, L"device_capabilities.VertexTextureFilterCaps = %ul\n", device_capabilities.VertexTextureFilterCaps);
358
         fwprintf (fp, L"device_capabilities.MaxVShaderInstructionsExecuted = %ul\n", device_capabilities.MaxVShaderInstructionsExecuted);
359
         fwprintf (fp, L"device_capabilities.MaxPShaderInstructionsExecuted = %ul\n", device_capabilities.MaxPShaderInstructionsExecuted);
360
         fwprintf (fp, L"device_capabilities.MaxVertexShader30InstructionSlots = %ul\n", device_capabilities.MaxVertexShader30InstructionSlots);
361
         fwprintf (fp, L"device_capabilities.MaxPixelShader30InstructionSlots = %ul\n", device_capabilities.MaxPixelShader30InstructionSlots);
362
         fwprintf (fp, L"========\n");
363
         fwprintf (fp, L"(guessed) behaviour_flags = %ul\n", behaviour_flags);
364
         fwprintf (fp, L"========\n");
5 pmbaty 365
         fwprintf (fp, L"d3dpp.MultiSampleType = %d\n", d3dpp.MultiSampleType);
366
         fwprintf (fp, L"d3dpp.MultiSampleQuality = %d\n", d3dpp.MultiSampleQuality);
367
         fwprintf (fp, L"========\n");
2 pmbaty 368
         fwprintf (fp, L"d3d->CreateDevice() returned %d\n", (int) ret);
369
         fclose (fp);
370
 
371
         MessageBox (NULL, LOCALIZE (L"Error_GameCouldNotStartPleaseSendLogToAuthor"), LOCALIZE (L"Information"), MB_ICONINFORMATION | MB_OK);
372
      }
373
      else
374
         MessageBox (NULL, LOCALIZE (L"Error_CouldNotWriteToLogFile"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
375
 
1 pmbaty 376
      return (false);
377
   }
378
 
6 pmbaty 379
   // save the viewport's width and height
380
   GetClientRect (hMainWnd, &viewport_rect);
381
   initial_width = viewport_rect.right;
382
   initial_height = viewport_rect.bottom;
1 pmbaty 383
 
6 pmbaty 384
   // now resize the window to its original size
385
   MoveWindow (hMainWnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, false);
386
 
1 pmbaty 387
   // set the texture parameters
388
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); // wrap textures around their edges
389
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
390
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // and modulate their alpha with the material's alpha
391
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
392
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
393
 
394
   // enable the Z buffer
395
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
396
 
397
   // disable the stencil buffer
398
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false);
399
 
400
   // normalize the face normals (if we don't, scaling will cause problems with lighting computations)
401
   d3ddev->SetRenderState (D3DRS_NORMALIZENORMALS, true);
402
 
403
   // turn on alpha blending
404
   d3ddev->SetRenderState (D3DRS_ALPHABLENDENABLE, true);
405
   d3ddev->SetRenderState (D3DRS_BLENDOP, D3DBLENDOP_ADD);
406
   d3ddev->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
407
   d3ddev->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
408
 
409
   // use all of the materials' light reflection properties
410
   d3ddev->SetRenderState (D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
411
   d3ddev->SetRenderState (D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
412
   d3ddev->SetRenderState (D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
413
   d3ddev->SetRenderState (D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
414
   d3ddev->SetRenderState (D3DRS_COLORVERTEX, false);
415
 
416
   // enable 3D lighting
417
   d3ddev->SetRenderState (D3DRS_LIGHTING, true);
418
 
419
   // open and parse the materials file and build the materials list
420
   materials = NULL;
421
   material_count = 0;
422
   _wfopen_s (&fp, L"materials.cfg", L"r, ccs=UNICODE");
423
   if (fp != NULL)
424
   {
425
      // read line per line...
426
      while (fgetws (line_buffer, WCHAR_SIZEOF (line_buffer), fp) != NULL)
427
      {
428
         // can we read a complete material line ?
429
         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)
430
         {
431
            materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
432
            memcpy (&materials[material_count], &material, sizeof (material_t));
433
            material_count++; // if so, append this new material to the materials array
434
         }
435
      }
436
      fclose (fp); // finished, close the file
437
   }
438
   materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
439
   wcscpy_s (materials[material_count].name, WCHAR_SIZEOF (materials[material_count].name), default_materialname);
440
   materials[material_count].ambient = 1.0f;
441
   materials[material_count].diffuse = 1.0f;
442
   materials[material_count].emissive = 0.0f;
443
   materials[material_count].specular = 0.0f;
444
   materials[material_count].shininess = 0.0f;
445
   materials[material_count].transparency = 1.0f;
446
   material_count++; // append a default material at the end of the array and we're all set
447
 
448
   return (true); // finished
449
}
450
 
451
 
452
void Render_Shutdown (void)
453
{
454
   // this function shuts down the Direct3D interfaces and releases the Direct3D COM objects
455
 
456
   int array_index;
457
 
458
   // close and release font data
459
   SAFE_free ((void **) &fonts);
460
   font_count = 0;
461
 
462
   // close and release sprite data
463
   SAFE_free ((void **) &sprites);
464
   sprite_count = 0;
465
 
466
   // close and release meshes data
467
   if (meshes != NULL)
468
   {
469
      for (array_index = 0; array_index < mesh_count; array_index++)
470
      {
471
         if (meshes[array_index].d3dindices != NULL)
472
            meshes[array_index].d3dindices->Release ();
473
         meshes[array_index].d3dindices = NULL;
474
 
475
         if (meshes[array_index].d3dvertices != NULL)
476
            meshes[array_index].d3dvertices->Release ();
477
         meshes[array_index].d3dvertices = NULL;
478
      }
479
   }
480
   meshes = NULL;
481
   mesh_count = 0;
482
 
483
   // close and release texture data
484
   if (textures != NULL)
485
   {
486
      for (array_index = 0; array_index < texture_count; array_index++)
487
         if (textures[array_index].texture != NULL)
488
            textures[array_index].texture->Release ();
489
      SAFE_free ((void **) &textures);
490
   }
491
   texture_count = 0;
492
 
493
   // close and release materials data
494
   SAFE_free ((void **) &materials);
495
   material_count = 0;
496
 
497
   // close and release the 3D device
498
   if (d3ddev != NULL)
499
      d3ddev->Release ();
500
   d3ddev = NULL;
501
 
502
   // close and release Direct3D
503
   if (d3d != NULL)
504
      d3d->Release ();
505
   d3d = NULL;
506
 
507
   return; // finished
508
}
509
 
510
 
511
void Render_RenderFrame (scene_t *scene)
512
{
513
   // this is the function used to render a single frame
514
 
515
   static int framerate_value = 0;
516
   static int framerate_count = 0;
517
   static float framerate_time = 0;
518
 
519
   D3DXMATRIX scaling_matrix;
520
   D3DXMATRIX translation_matrix;
521
   D3DXMATRIX view_matrix; // the view transform matrix
522
   D3DXMATRIX projection_matrix; // the projection transform matrix
523
   D3DLIGHT9 dxlight;
524
   RECT rect;
525
   float angle;
526
   float sin_pitch;
527
   float sin_yaw;
528
   float cos_pitch;
529
   float cos_yaw;
530
   int light_index;
531
   int object_index;
532
   int cchistory_index;
533
   int cchistory_index2;
534
   int combined_width;
535
   int combined_height;
536
   light_t *light;
537
   ccreply_t *ccreply;
538
   sceneobject_t *sceneobject;
539
   reflectedobject_t *reflectedobjects; // mallocated
540
   int reflectedobject_count;
541
   reflectedobject_t *otherobjects; // mallocated
542
   int otherobject_count;
543
 
544
   // get the device view port and save the actual width and height
545
   GetClientRect (hMainWnd, &rect);
546
   current_width = (float) rect.right; // they may differ from window width and window height
547
   current_height = (float) rect.bottom; // because of title bars, menus, borders, etc.
548
 
549
   // clear the back buffer, the Z buffer and the stencil buffer
550
   d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
551
   d3ddev->BeginScene (); // begins the 3D scene
552
 
553
   ////////////////////////////////////////
554
   // Setup scene lights
555
 
556
   // There are three types of light : ambient, diffuse and specular.
557
   // Diffuse lights can be of type directional (sun), point (bulb) or spot (flashlight).
558
 
559
   // The attenuation formula for point lights is :
560
   // Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
561
 
562
   // In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
563
 
564
   // set the default lighting color
565
   ambient_light = RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (theme->illum.ambient_light));
566
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
567
 
568
   // for each light...
569
   for (light_index = 0; light_index < theme->illum.light_count; light_index++)
570
   {
571
      light = &theme->illum.lights[light_index]; // quick access to light
572
 
573
      memset (&dxlight, 0, sizeof (dxlight)); // clear out the dxlight struct for use
574
 
575
      // set its type
576
      if (light->type == LIGHT_DIRECTIONAL)
577
         dxlight.Type = D3DLIGHT_DIRECTIONAL; // directional light (e.g, sun)
578
      else if (light->type == LIGHT_POINT)
579
         dxlight.Type = D3DLIGHT_POINT; // point light (e.g, light bulb)
580
      else if (light->type == LIGHT_SPOT)
581
         dxlight.Type = D3DLIGHT_SPOT; // spot light (e.g, flash light)
582
      else
583
      {
584
         d3ddev->LightEnable (light_index, false); // unknown light ; turn off light #index
585
         continue; // and proceed to the next one
586
      }
587
 
588
      // set its parameters
589
      dxlight.Diffuse = D3DXCOLOR (RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (light->color)));
590
      dxlight.Specular = D3DXCOLOR (0xffffffff);
591
      dxlight.Position.x = light->pos_x;
592
      dxlight.Position.y = light->pos_y;
593
      dxlight.Position.z = light->pos_z;
594
      dxlight.Direction.x = light->direction_x;
595
      dxlight.Direction.y = light->direction_y;
596
      dxlight.Direction.z = light->direction_z;
597
      dxlight.Range = light->range; // light won't be computed after this distance
598
      dxlight.Attenuation0 = light->attenuation_constant; // constant attenuation, see formula
599
      dxlight.Attenuation1 = light->attenuation_proportional; // proportional attenuation, see formula
600
      dxlight.Attenuation2 = light->attenuation_square; // square attenuation, see formula
601
      dxlight.Phi = light->cone_outer * TO_RADIANS; // outer spot cone
602
      dxlight.Theta = light->cone_inner * TO_RADIANS; // inner spot cone
603
 
604
      d3ddev->SetLight (light_index, &dxlight); // send the light struct properties to light #index
605
      d3ddev->LightEnable (light_index, true); // turn on light #index
606
   }
607
 
608
   ////////////////////////////////
609
   // View transform
610
 
611
   // compute the sine and cosine of the pitch component
612
   angle = current_pitch * TO_RADIANS;
613
   sin_pitch = sinf (angle);
614
   cos_pitch = cosf (angle);
615
 
616
   // compute the sine and cosine of the yaw component
617
   angle = current_yaw * TO_RADIANS;
618
   sin_yaw = sinf (angle);
619
   cos_yaw = cosf (angle);
620
 
621
   // build the camera position
622
   camera_position.x = (float) -(cos_pitch * cos_yaw) * current_distance;
623
   camera_position.y = (float) -(cos_pitch * sin_yaw) * current_distance;
624
   camera_position.z = (float) sin_pitch * current_distance;
625
 
626
   // set up a view matrix
627
   D3DXMatrixLookAtLH (&view_matrix,
628
                       (D3DXVECTOR3 *) &camera_position, // camera position
629
                       (D3DXVECTOR3 *) &scene_center, // look-at position
630
                       (D3DXVECTOR3 *) &upwards_direction); // up direction
631
 
632
   // tell Direct3D about our matrix
633
   d3ddev->SetTransform (D3DTS_VIEW, &view_matrix);
634
 
635
   /////////////////////////////////////
636
   // Projection transform
637
 
638
   // set up a projection matrix
639
   D3DXMatrixPerspectiveFovLH (&projection_matrix,
640
                               fov_value * TO_RADIANS, // field of view width
641
                               current_width / current_height, // aspect ratio
642
                               viewdist_near, viewdist_far); // view plane distances
643
 
644
   // tell Direct3D about our matrix
645
   d3ddev->SetTransform (D3DTS_PROJECTION, &projection_matrix);
646
 
647
   /////////////////////////////////////
648
   // End of the transforms
649
 
650
   // if we want it, enable specular lighting
651
   d3ddev->SetRenderState (D3DRS_SPECULARENABLE, options.want_specularlighting);
652
 
653
   // turn on texture filtering if needed
654
   if (options.want_filtering)
655
   {
656
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, best_supported_filter);
657
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, best_supported_filter);
658
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
659
 
660
      // turn on fullscene antialiasing only if capable
5 pmbaty 661
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, is_fsaa_supported);
1 pmbaty 662
   }
663
   else
664
   {
665
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
666
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
667
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
668
 
669
      // turn off fullscene antialiasing
670
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, false);
671
   }
672
 
673
   /////////////////////////////////////////////////////////////
674
   // draw the background elements. No need for a Z buffer here.
675
 
676
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable depth testing
677
 
678
   // draw the background sprite, if any
679
   if (scene->background_spriteindex >= 0)
680
      Render_DrawSprite (&sprites[scene->background_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF);
681
 
682
   // draw the table border
683
   Render_DrawSceneObject (&scene->objects[0]);
684
   Render_DrawSceneObject (&scene->objects[1]);
685
 
686
   // draw the table and build the stencil buffer at the same time
687
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer (i.e. the "frame" for drawing table reflections)
688
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // instruct how to fill it
689
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); // instruct how to fill it
690
   Render_DrawSceneObject (&scene->objects[2]); // draw the table squares in the stencil buffer
691
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // finished drawing the stencil buffer
692
 
693
   d3ddev->SetRenderState (D3DRS_ZENABLE, true); // re-enable depth testing
694
 
695
   ////////////////////////////////////////////////////////////
696
   // draw the scene objects and their reflections on the table
697
 
698
   // start with the reflections if we want them, and if the table does it
699
   if (options.want_reflections && (theme->reflection_alpha > 0))
700
   {
701
      // build an array of reflected objects with their distances
702
      reflectedobjects = NULL;
703
      reflectedobject_count = 0;
704
      otherobjects = NULL;
705
      otherobject_count = 0;
706
 
707
      // cycle through all parts and see which ones need to be reflected
708
      for (object_index = 3; object_index < scene->object_count; object_index++)
709
      {
710
         sceneobject = &scene->objects[object_index]; // quick access to scene object
711
 
712
         // is this object a mesh AND it's above the ground ?
713
         if ((sceneobject->mesh_index != -1) && (sceneobject->z > 0))
714
         {
715
            // yes it is. It thus needs to be reflected, so add it to the list
716
            reflectedobjects = (reflectedobject_t *) SAFE_realloc (reflectedobjects, reflectedobject_count, reflectedobject_count + 1, sizeof (reflectedobject_t), false);
717
            reflectedobjects[reflectedobject_count].object = sceneobject; // save scene object
718
            reflectedobjects[reflectedobject_count].distance = DistanceToCamera (sceneobject->x, sceneobject->y, sceneobject->z);
719
            reflectedobject_count++; // we have now one object more to reflect
720
         }
721
         else
722
         {
723
            // no it's not. It doesn't need to be reflected, so add it to the other list
724
            otherobjects = (reflectedobject_t *) SAFE_realloc (otherobjects, otherobject_count, otherobject_count + 1, sizeof (reflectedobject_t), false);
725
            otherobjects[otherobject_count].object = sceneobject; // save scene object
726
            otherobjects[otherobject_count].distance = 0;
727
            otherobject_count++; // we have now one object more to reflect
728
         }
729
      }
730
 
731
      // now sort them from farthest to closest and draw them in this order
732
      qsort (reflectedobjects, reflectedobject_count, sizeof (reflectedobject_t), SortReflectedObjects);
733
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
734
         Render_DrawSceneObjectReflection (reflectedobjects[object_index].object); // draw the reflection
735
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
736
         Render_DrawSceneObject (reflectedobjects[object_index].object); // and draw the objects afterwards
737
      for (object_index = 0; object_index < otherobject_count; object_index++)
738
         Render_DrawSceneObject (otherobjects[object_index].object); // finally, draw the non-reflected objects
739
 
740
      SAFE_free ((void **) &reflectedobjects); // and free the reflected objects array
741
      SAFE_free ((void **) &otherobjects); // and the non-reflected objects array
742
   }
743
   else
744
      for (object_index = 3; object_index < scene->object_count; object_index++)
745
         Render_DrawSceneObject (&scene->objects[object_index]); // else if no reflections, draw the objects, the Z-buffer will sort them
746
 
747
   // draw the overlay texture if required
748
   if (scene->overlay_spriteindex >= 0)
749
      Render_DrawSprite (&sprites[scene->overlay_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0x4F);
750
 
751
   ///////////////
752
   // draw the GUI
753
 
754
   // draw the arrows
755
   DRAW_BUTTON_IF_NEEDED (scene->gui.larrow); // left arrow
756
   DRAW_BUTTON_IF_NEEDED (scene->gui.rarrow); // right arrow
757
   DRAW_TEXT_IF_NEEDED (scene->gui.arrow_text); // arrow text
758
 
759
   if (want_framerate)
760
      Render_wprintf (initial_width - 10, 10, 62, ALIGN_RIGHT, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex, D3DCOLOR_RGBA (255, 255, 255, 255), NULL,
761
                      L"%d textures\n"
762
                      L"%d meshes\n"
763
                      L"%d fonts\n"
764
                      L"%d sprites\n"
765
                      L"%d fps", texture_count, mesh_count, font_count, sprite_count, framerate_value);
766
 
767
   // draw the other GUI buttons
768
   DRAW_BUTTON_IF_NEEDED (scene->gui.chatbutton); // chat button
769
   DRAW_BUTTON_IF_NEEDED (scene->gui.gamesbutton); // games button
770
   DRAW_BUTTON_IF_NEEDED (scene->gui.peoplebutton); // people button
771
 
772
   // does the parts pick line need to be displayed ?
773
   if (scene->gui.is_partspick_displayed)
774
   {
775
#define PARTSIZE_PCT (100.0f / 13.0f)
776
 
777
      if (scene->gui.partspick_selectedpart == 'P')      Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  0.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
778
      else if (scene->gui.partspick_selectedpart == 'R') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  1.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
779
      else if (scene->gui.partspick_selectedpart == 'N') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  2.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
780
      else if (scene->gui.partspick_selectedpart == 'B') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  3.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
781
      else if (scene->gui.partspick_selectedpart == 'Q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  4.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
782
      else if (scene->gui.partspick_selectedpart == 'K') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  5.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
783
      else if (scene->gui.partspick_selectedpart == ' ') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  6.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
784
      else if (scene->gui.partspick_selectedpart == 'k') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  7.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
785
      else if (scene->gui.partspick_selectedpart == 'q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  8.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
786
      else if (scene->gui.partspick_selectedpart == 'b') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  9.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
787
      else if (scene->gui.partspick_selectedpart == 'n') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 10.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
788
      else if (scene->gui.partspick_selectedpart == 'r') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 11.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
789
      else if (scene->gui.partspick_selectedpart == 'p') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 12.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
790
 
791
      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
792
      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
793
      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
794
      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
795
      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
796
      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
797
      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
798
      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
799
      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
800
      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
801
      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
802
      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
803
      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
804
 
805
#undef PARTSIZE_PCT
806
   }
807
 
808
   // draw GUI texts
809
   DRAW_TEXT_IF_NEEDED (scene->gui.comment_text); // move comments
810
   DRAW_TEXT_IF_NEEDED (scene->gui.history_text); // game history
811
   DRAW_TEXT_IF_NEEDED (scene->gui.clock_text); // game clock
812
 
813
   // draw the chatter channels text
814
   Render_GetTextBoundaries (-1, chat_fontindex, L"a", &rect);
815
   combined_height = rect.bottom; // get a string's height
816
 
817
   // cycle through all the chat strings...
818
   ccreply = NULL;
819
   for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
820
   {
821
      ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
822
      if ((ccreply->text[0] != 0) && (ccreply->arrival_time + 60.0f > current_time))
823
         break; // break at the first one that we should display
824
   }
825
 
826
   // have we some to display ?
827
   if (cchistory_index < scene->gui.cchistory_count)
828
   {
829
      // first, get the remaining text's combined height
830
      for (cchistory_index2 = cchistory_index; cchistory_index2 < scene->gui.cchistory_count; cchistory_index2++)
831
      {
832
         ccreply = &scene->gui.cchistory[cchistory_index2]; // quick access to CC reply
833
 
834
         combined_width = 10;
835
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, L"[] : ", &rect);
836
         combined_width += rect.right;
837
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->channelname, &rect);
838
         combined_width += rect.right;
839
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->nickname, &rect);
840
         combined_width += rect.right;
841
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->text, &rect);
842
         combined_height += rect.bottom; // add this string's height 
843
      }
844
 
845
      // now for each string remaining...
846
      for (; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
847
      {
848
         ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
849
         rect.right = 10;
850
         PRINT_CCREPLY (ccreply); // print CC reply on screen
851
         combined_height -= (rect.bottom - rect.top); // draw it from top of zone to bottom
852
      }
853
   }
854
 
855
   // are we online ?
856
   if (Player_FindByType (PLAYER_INTERNET) != NULL)
857
   {
858
      ccreply = &scene->gui.entered_ccreply;
859
      if (!scene->gui.is_entering_text)
860
         ccreply->color = RGBACOLOR_SETALPHA (ccreply->color, RGBACOLOR_ALPHA (ccreply->color) / 6); // if there's no text being entered, fade CC reply a lot
861
 
862
      rect.right = 10;
863
      PRINT_CCREPLY (ccreply); // print CC reply on screen
864
   }
865
 
866
   // print GUI texts
867
   DRAW_TEXT_IF_NEEDED (scene->gui.turn_text); // player turn's text
868
   DRAW_TEXT_IF_NEEDED (scene->gui.central_text); // central notification zone text
869
 
870
   // if needed, print the spinning wheel
871
   if (scene->gui.want_spinwheel)
872
      Render_DrawSprite (&sprites[spinner_spriteindex[(int) (10.0f * current_time) % 12]], 47.0f, 46.0f, 6.0f, 8.0f, 255);
873
 
874
   // are we in demo mode ? if so, display the program name as a watermark
875
#ifdef DEMO
876
   Render_wprintf (initial_width / 2, initial_height * 2 / 3, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex,
877
                   D3DCOLOR_RGBA (255, 255, 255, 191),
878
                   NULL, PROGRAM_NAME L" - " PROGRAM_URL L"\n- %d:%02d -", (int) (DEMO_TIMEOUT - current_time) / 60, (int) (DEMO_TIMEOUT - current_time) % 60);
879
#endif // DEMO
880
 
881
   // end 3D rendering on the back buffer
882
   //////////////////////////////////////
883
 
884
   d3ddev->EndScene (); // ends the 3D scene
885
   d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
886
 
887
   // update the frame rate
888
   if (framerate_time < current_time)
889
   {
890
      framerate_value = framerate_count;
891
      framerate_count = 0;
892
      framerate_time = current_time + 1.0f;
893
   }
894
   framerate_count++; // one frame more elapsed
895
 
896
   return; // finished
897
}
898
 
899
 
900
int Render_LoadMesh (const wchar_t *fmt, ...)
901
{
902
   // this function appends a new mesh in the global meshes buffer and returns its index
903
 
904
   static wchar_t meshfile_pathname[MAX_PATH];
905
   unsigned long hash;
906
   mesh_t *mesh;
907
   int mesh_index;
908
   va_list argptr;
909
 
910
   // concatenate all the arguments in one string
911
   va_start (argptr, fmt);
912
   wvsprintf (meshfile_pathname, fmt, argptr);
913
   va_end (argptr);
914
 
915
   // resolve wildcards and get content hash
916
   ResolveWildcard (meshfile_pathname, L".obj");
917
   hash = HashFile (meshfile_pathname);
918
 
919
   // now cycle through all our loaded meshes and see if it's already loaded
920
   for (mesh_index = 0; mesh_index < mesh_count; mesh_index++)
921
      if (meshes[mesh_index].hash == hash)
922
         return (mesh_index); // if we can find it, return its index so as not to load it twice
923
 
924
   // reallocate space to hold one mesh more
925
   meshes = (mesh_t *) SAFE_realloc (meshes, mesh_count, mesh_count + 1, sizeof (mesh_t), false);
926
   mesh = &meshes[mesh_count]; // quick access to the mesh we'll be working on
927
 
928
   // load the mesh
929
   if (!Render_LoadMesh_Obj (mesh, meshfile_pathname))
930
   {
931
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddMeshD3DXLoadMeshFromXFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
932
      return (-1); // bomb out on error
933
   }
934
 
935
   mesh->hash = hash; // save the hash
936
   mesh_count++; // we know now one mesh more
937
   return (mesh_count - 1); // return its index
938
}
939
 
940
 
941
int Render_LoadTexture (const wchar_t *fmt, ...)
942
{
943
   // this function appends a new texture in the global textures buffer and returns its index
944
 
945
   D3DSURFACE_DESC texture_description;
946
   wchar_t texturefile_pathname[MAX_PATH];
947
   static wchar_t *filename;
948
   unsigned long hash;
949
   int texture_index;
950
   va_list argptr;
951
 
952
   // concatenate all the arguments in one string
953
   va_start (argptr, fmt);
954
   wvsprintf (texturefile_pathname, fmt, argptr);
955
   va_end (argptr);
956
 
957
   // resolve wildcards and get content hash
958
   ResolveWildcard (texturefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
959
   hash = HashFile (texturefile_pathname);
960
 
961
   // now cycle through all our loaded textures and see if it's already loaded
962
   for (texture_index = 0; texture_index < texture_count; texture_index++)
963
      if (textures[texture_index].hash == hash)
964
         return (texture_index); // if we can find it, return its index so as not to load it twice
965
 
966
   // reallocate space to hold one texture more
967
   textures = (texture_t *) SAFE_realloc (textures, texture_count, texture_count + 1, sizeof (texture_t), false);
968
 
969
   // ask Direct3D to prepare texture data
970
   if (FAILED (D3DXCreateTextureFromFile (d3ddev, texturefile_pathname, &textures[texture_count].texture)))
971
   {
972
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
973
      return (-1); // bomb out on error
974
   }
975
 
976
   // get info on the newly loaded texture such as size etc.
977
   textures[texture_count].texture->GetLevelDesc (0, &texture_description);
978
   textures[texture_count].width = texture_description.Width; // save texture width (as loaded)
979
   textures[texture_count].height = texture_description.Height; // save texture height (as loaded)
980
   textures[texture_count].hash = hash; // save its hash
981
   texture_count++; // we know now one texture more
982
   return (texture_count - 1); // return its index
983
}
984
 
985
 
986
int Render_LoadFont (const wchar_t *font_name, int font_size, bool is_bold, bool is_italic)
987
{
988
   // this function appends a new font in the global fonts buffer and returns its index
989
 
990
   unsigned long pathname_hash;
991
   int font_index;
992
 
993
   // first, get the hash of the requested pathname (include font size and weight parameters)
994
   pathname_hash = HashString (font_name);
995
   pathname_hash += 3 * (unsigned long) font_size + 2 * (unsigned long) is_bold + (unsigned long) is_italic;
996
 
997
   // now cycle through all our loaded fonts and see if it's already loaded
998
   for (font_index = 0; font_index < font_count; font_index++)
999
      if (fonts[font_index].pathname_hash == pathname_hash)
1000
         return (font_index); // if we can find it, return its index so as not to load it twice
1001
 
1002
   // reallocate space to hold one font more
1003
   fonts = (font_t *) SAFE_realloc (fonts, font_count, font_count + 1, sizeof (font_t), false);
1004
 
1005
   // create a Direct3D font object and record font data
1006
   if (FAILED (D3DXCreateFont (d3ddev, font_size, // font height
1007
                               0, // font width
1008
                               (is_bold ? FW_BOLD : FW_NORMAL), // font weight (bold, etc)
1009
                               0, // miplevels
1010
                               is_italic, // is italic
1011
                               DEFAULT_CHARSET, // charset
1012
                               OUT_DEFAULT_PRECIS, // precision
1013
                               CLEARTYPE_QUALITY, // font quality (antialiased or not)
1014
                               DEFAULT_PITCH | FF_DONTCARE, // font family
1015
                               font_name, // font name
1016
                               &fonts[font_count].font))) // and a pointer that will receive the font
1017
   {
1018
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddFontD3DXCreateFontFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
1019
      return (-1); // bomb out on error
1020
   }
1021
 
1022
   fonts[font_count].pathname_hash = pathname_hash; // save its hash
1023
   font_count++; // we know now one font more
1024
   return (font_count - 1); // return its index
1025
}
1026
 
1027
 
1028
int Render_LoadSprite (const wchar_t *fmt, ...)
1029
{
1030
   // this function appends a new sprite in the global sprites buffer and returns its index
1031
 
1032
   wchar_t spritefile_pathname[MAX_PATH];
1033
   unsigned long hash;
1034
   int sprite_index;
1035
   va_list argptr;
1036
 
1037
   // concatenate all the arguments in one string
1038
   va_start (argptr, fmt);
1039
   wvsprintf (spritefile_pathname, fmt, argptr);
1040
   va_end (argptr);
1041
 
1042
   // resolve wildcards and get content hash
1043
   ResolveWildcard (spritefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
1044
   hash = HashFile (spritefile_pathname);
1045
 
1046
   // now cycle through all our loaded sprites and see if it's already loaded
1047
   for (sprite_index = 0; sprite_index < sprite_count; sprite_index++)
1048
      if (sprites[sprite_index].hash == hash)
1049
         return (sprite_index); // if we can find it, return its index so as not to load it twice
1050
 
1051
   // reallocate space to hold one sprite more
1052
   sprites = (sprite_t *) SAFE_realloc (sprites, sprite_count, sprite_count + 1, sizeof (sprite_t), false);
1053
 
1054
   // ask Direct3D to prepare texture data
1055
   if (FAILED (D3DXCreateSprite (d3ddev, &sprites[sprite_count].sprite)))
1056
   {
1057
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
1058
      return (-1); // bomb out on error
1059
   }
1060
   sprites[sprite_count].texture_index = Render_LoadTexture (spritefile_pathname); // register and save sprite texture
1061
   sprites[sprite_count].hash = hash; // save its hash
1062
 
1063
   sprite_count++; // we know now one sprite more
1064
   return (sprite_count - 1); // return its index
1065
}
1066
 
1067
 
1068
int Render_MaterialIndexOf (const wchar_t *material_name)
1069
{
1070
   // this function returns the index of the material in the global materials array which has the specified name
1071
 
1072
   int material_index;
1073
 
1074
   // cycle through all materials and look whether one with the specified name exists
1075
   for (material_index = 0; material_index < material_count; material_index++)
1076
      if (_wcsicmp (materials[material_index].name, material_name) == 0)
1077
         return (material_index); // if we find one, return its index
1078
 
1079
   return (material_count - 1); // else return the index of the last material in list, which is the default material
1080
}
1081
 
1082
 
1083
void Render_MouseToFloor (short mouse_x, short mouse_y, float *floor_x, float *floor_y)
1084
{
1085
   // this function converts a mouse coordinates into floor coordinates by doing vector
1086
   // projection on the floor plane from the eyepoint of the camera
1087
 
1088
   static D3DXPLANE floor_plane;
1089
   static bool is_planefound = false;
1090
 
1091
   D3DXMATRIX projection_matrix;
1092
   D3DXMATRIX view_matrix;
1093
   D3DXMATRIX invertedview_matrix;
1094
   float mouse_pitch;
1095
   float mouse_yaw;
1096
   vector_t v_lookat;
1097
   vector_t v_intersection;
1098
 
1099
   // find the floor plane (only do it once)
1100
   if (!is_planefound)
1101
   {
1102
      D3DXPlaneFromPointNormal (&floor_plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1103
      is_planefound = true; // once and for all, as this plane will never change
1104
   }
1105
 
1106
   // get the current projection and view matrices, and invert the view matrix
1107
   d3ddev->GetTransform (D3DTS_PROJECTION, &projection_matrix);
1108
   d3ddev->GetTransform (D3DTS_VIEW, &view_matrix);
1109
   D3DXMatrixInverse (&invertedview_matrix, NULL, &view_matrix);
1110
 
1111
   // convert the mouse coordinates to relative pitch and yaw
1112
   mouse_pitch =  (((mouse_x * 2.0f) / current_width) - 1) / projection_matrix._11;
1113
   mouse_yaw = -(((mouse_y * 2.0f) / current_height) - 1) / projection_matrix._22;
1114
 
1115
   // now build a matrix that will describe the mouse direction vector, add it to the camera position, and make it 200 times longer
1116
   v_lookat.x = camera_position.x + (mouse_pitch * invertedview_matrix._11 + mouse_yaw * invertedview_matrix._21 + invertedview_matrix._31) * 200.0f;
1117
   v_lookat.y = camera_position.y + (mouse_pitch * invertedview_matrix._12 + mouse_yaw * invertedview_matrix._22 + invertedview_matrix._32) * 200.0f;
1118
   v_lookat.z = camera_position.z + (mouse_pitch * invertedview_matrix._13 + mouse_yaw * invertedview_matrix._23 + invertedview_matrix._33) * 200.0f;
1119
 
1120
   // and the intersection point with our ray
1121
   D3DXPlaneIntersectLine ((D3DXVECTOR3 *) &v_intersection, &floor_plane, (D3DXVECTOR3 *) &camera_position, (D3DXVECTOR3 *) &v_lookat);
1122
 
1123
   // now fill the return values
1124
   *floor_x = v_intersection.x;
1125
   *floor_y = v_intersection.y;
1126
 
1127
   return; // finished
1128
}
1129
 
1130
 
1131
bool Render_IsMouseInBox (short mouse_x, short mouse_y, float x_percent, float y_percent, float width_percent, float height_percent)
1132
{
1133
   // helper function that returns whether the mouse coordinates are inside a given square
1134
 
1135
   float mousex_percent;
1136
   float mousey_percent;
1137
 
1138
   // compute mouse coordinates in percents
1139
   mousex_percent = (float) (mouse_x * 100) / current_width;
1140
   mousey_percent = (float) (mouse_y * 100) / current_height;
1141
 
1142
   return ((mousex_percent >= x_percent) && (mousex_percent <= x_percent + width_percent)
1143
           && (mousey_percent >= y_percent) && (mousey_percent <= y_percent + height_percent));
1144
}
1145
 
1146
 
1147
static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname)
1148
{
1149
   // this function loads a mesh from a Wavefront Object file (.obj)
1150
 
1151
   #define OBJ_INCREASE_OR_RESIZE(count,maxcount,increment,arrayptr,type,erase) { \
1152
      (count)++; \
1153
      if ((count) == (maxcount)) \
1154
      { \
1155
         (arrayptr) = (type *) SAFE_realloc ((arrayptr), (maxcount), (maxcount) + (increment), sizeof (type), erase); \
1156
         (maxcount) += (increment); \
1157
      } \
1158
   }
1159
   #define OBJ_CONVERT_INDEX(element,current_element_count) if ((element) < 0) (element) = (current_element_count) + (element); else (element)--;
1160
   #define OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX(uniquevertex) \
1161
   { \
1162
      hash = &hashtable[*((unsigned long *) &obj.vs[(uniquevertex).iv].x) & 0xFF]; \
1163
      for (vertex_index = 0; vertex_index < hash->count; vertex_index++) \
1164
         if ((memcmp (&vertices[hash->indices[vertex_index]].position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)) == 0) \
1165
             && (memcmp (&vertices[hash->indices[vertex_index]].normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)) == 0) \
1166
             && (memcmp (&vertices[hash->indices[vertex_index]].texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)) == 0)) \
1167
            break; \
1168
      if (vertex_index == hash->count) \
1169
      { \
1170
         vertex_index = mesh->vertice_count; \
1171
         current_vertex = &vertices[vertex_index]; \
1172
         memset (current_vertex, 0, sizeof (vertex_t)); \
1173
         memcpy (&current_vertex->position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)); \
1174
         if ((uniquevertex).in > -1) \
1175
            memcpy (&current_vertex->normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)); \
1176
         if ((uniquevertex).itc > -1) \
1177
            memcpy (&current_vertex->texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)); \
1178
         hash = &hashtable[*((unsigned long *) &current_vertex->normal.x) & 0xFF]; \
1179
         hash->indices = (long *) SAFE_realloc (hash->indices, hash->count, hash->count + 1, sizeof (long), false); \
1180
         hash->indices[hash->count] = vertex_index; \
1181
         hash->count++; \
1182
         mesh->vertice_count++; \
1183
      } \
1184
      else \
1185
         vertex_index = hash->indices[vertex_index]; \
1186
   }
1187
 
1188
   typedef struct obj_uniquevertex_s { long iv, in, itc; } obj_uniquevertex_t;
1189
   typedef struct obj_face_s { obj_uniquevertex_t v1, v2, v3; } obj_face_t;
1190
   typedef struct obj_hashbucket_s { int count; long *indices; /* mallocated */ } obj_hashbucket_t;
1191
   typedef struct objfile_s
1192
   {
1193
      vector_t *vs; long v_count; long v_maxcount; // array mallocated to v_maxcount
1194
      vector_t *ns; long n_count; long n_maxcount; // array mallocated to n_maxcount
1195
      texcoord_t *tcs; long tc_count; long tc_maxcount; // array mallocated to tc_maxcount
1196
      obj_face_t *fs; long f_count; long f_maxcount; // array mallocated to f_maxcount
1197
   } objfile_t;
1198
 
1199
   static obj_hashbucket_t hashtable[256];
1200
   objfile_t obj;
1201
   obj_hashbucket_t *hash;
1202
   obj_face_t *f;
1203
   vertex_t *vertices; // mallocated
1204
   unsigned long *indices; // mallocated
1205
   vertex_t *current_vertex;
1206
   struct _stat fileinfo;
1207
   char *filedata; // mallocated
1208
   char *fileptr;
1209
   int vertex_index;
1210
   int array_index;
1211
   void *ptr_to;
1212
   FILE *fp;
1213
 
1214
   // open the mesh file and read it as a whole
1215
   _wstat (objfile_pathname, &fileinfo);
1216
   _wfopen_s (&fp, objfile_pathname, L"rb");
1217
   if (fp == NULL)
1218
      return (false); // bomb out on error
1219
   filedata = (char *) SAFE_malloc (fileinfo.st_size, sizeof (char), false); // mallocate space for data
1220
   fread (filedata, fileinfo.st_size, 1, fp); // read file as a whole
1221
   fclose (fp); // file is read, close it
1222
 
1223
   // allocate space for an arbitrary amount of vertices, texture coordinates, normals and faces
1224
   memset (&obj, 0, sizeof (obj));
1225
   obj.v_maxcount = 10000; obj.vs = (vector_t *) SAFE_malloc (obj.v_maxcount, sizeof (vector_t), false);
1226
   obj.n_maxcount = 10000; obj.ns = (vector_t *) SAFE_malloc (obj.n_maxcount, sizeof (vector_t), false);
1227
   obj.tc_maxcount = 10000; obj.tcs = (texcoord_t *) SAFE_malloc (obj.tc_maxcount, sizeof (texcoord_t), false);
1228
   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 !)
1229
 
1230
   // read file line per line...
1231
   fileptr = filedata - 1; // start parsing line after line
1232
   while (fileptr != NULL)
1233
   {
1234
      fileptr++; // skip the line feed (or reach the first character, if it's the first pass)
1235
 
1236
      // is it a vertex-related line ?
1237
      if (fileptr[0] == L'v')
1238
      {
1239
         // is it a vertex, a normal or a texture coordinate ?
1240
         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))
1241
            OBJ_INCREASE_OR_RESIZE (obj.v_count, obj.v_maxcount, 10000, obj.vs, vector_t, false) // one vertex more has been read
1242
         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))
1243
            OBJ_INCREASE_OR_RESIZE (obj.n_count, obj.n_maxcount, 10000, obj.ns, vector_t, false) // one normal more has been read
1244
         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))
1245
            OBJ_INCREASE_OR_RESIZE (obj.tc_count, obj.tc_maxcount, 10000, obj.tcs, texcoord_t, false) // one texture coordinate more has been read
1246
      }
1247
 
1248
      // else is it a face-related line ?
1249
      else if (fileptr[0] == L'f')
1250
      {
1251
         // get a quick pointer to current face (note: it's been already blanked out by malloc())
1252
         f = &obj.fs[obj.f_count];
1253
 
1254
         // is it a face with normals, a face without normals or a face without normals and texture coordinates ?
1255
         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)
1256
             || (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)
1257
             || (sscanf_s (&fileptr[2], "%d %d %d", &f->v3.iv, &f->v2.iv, &f->v3.iv) == 6))
1258
         {
1259
            OBJ_CONVERT_INDEX (f->v1.iv, obj.v_count);
1260
            OBJ_CONVERT_INDEX (f->v1.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1261
            OBJ_CONVERT_INDEX (f->v1.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1262
            OBJ_CONVERT_INDEX (f->v2.iv, obj.v_count);
1263
            OBJ_CONVERT_INDEX (f->v2.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1264
            OBJ_CONVERT_INDEX (f->v2.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1265
            OBJ_CONVERT_INDEX (f->v3.iv, obj.v_count);
1266
            OBJ_CONVERT_INDEX (f->v3.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1267
            OBJ_CONVERT_INDEX (f->v3.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1268
            OBJ_INCREASE_OR_RESIZE (obj.f_count, obj.f_maxcount, 5000, obj.fs, obj_face_t, true) // one face more has been read
1269
         }
1270
      }
1271
 
1272
      fileptr = strchr (fileptr, '\n'); // proceed to next line
1273
   }
1274
 
1275
   // now build our final vertex and index list
1276
   vertices = (vertex_t *) SAFE_malloc (3 * obj.f_count, sizeof (vertex_t), false); // mallocate for the max number of vertices we can have
1277
   indices = (unsigned long *) SAFE_malloc (3 * obj.f_count, sizeof (unsigned long), false); // mallocate for the right amount of indices
1278
 
1279
   // t3h mighty l00p ^^ (builds vertex and index buffers)
1280
   memset (hashtable, 0, sizeof (hashtable)); // wipe out the hashtable
1281
   mesh->vertice_count = 0; // start with an unoptimized list
1282
   for (array_index = 0; array_index < obj.f_count; array_index++)
1283
   {
1284
      f = &obj.fs[array_index]; // quick access to current face
1285
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v1);
1286
      indices[3 * array_index + 0] = vertex_index;
1287
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v2);
1288
      indices[3 * array_index + 1] = vertex_index;
1289
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v3);
1290
      indices[3 * array_index + 2] = vertex_index;
1291
   }
1292
 
1293
   // now create a correctly-sized DirectX vertex buffer and populate it
1294
   mesh->vertex_format = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
1295
   mesh->vertice_size = sizeof (vertex_t);
1296
   d3ddev->CreateVertexBuffer (mesh->vertice_count * mesh->vertice_size, // length
1297
                               D3DUSAGE_DYNAMIC, // usage
1298
                               mesh->vertex_format, // vertex format
1299
                               D3DPOOL_DEFAULT, // pool type
1300
                               &mesh->d3dvertices, // pointer to the vertex buffer pointer
1301
                               NULL); // shared handle
1302
   mesh->d3dvertices->Lock (0, mesh->vertice_count * mesh->vertice_size, &ptr_to, D3DLOCK_DISCARD);
1303
   memcpy (ptr_to, vertices, mesh->vertice_count * mesh->vertice_size);
1304
   mesh->d3dvertices->Unlock ();
1305
 
1306
   // create a correctly-sized DirectX index buffer and populate it
1307
   mesh->is_indexed = true; // remember that we're building an index buffer
1308
   mesh->indice_count = obj.f_count * 3;
1309
   mesh->indice_size = (mesh->indice_count <= (int) USHRT_MAX ? 2 : 4);
1310
   d3ddev->CreateIndexBuffer (mesh->indice_count * mesh->indice_size, // length
1311
                              D3DUSAGE_DYNAMIC, // usage
1312
                              (mesh->indice_size == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32), // format (here, 16 or 32-bit)
1313
                              D3DPOOL_DEFAULT, // pool type
1314
                              &mesh->d3dindices, // pointer to the index buffer pointer
1315
                              NULL); // shared handle
1316
   mesh->d3dindices->Lock (0, mesh->indice_count * mesh->indice_size, &ptr_to, D3DLOCK_DISCARD);
1317
   if (mesh->indice_size == 2)
1318
      for (array_index = 0; array_index < mesh->indice_count; array_index++)
1319
         ((unsigned short *) ptr_to)[array_index] = (unsigned short) indices[array_index];
1320
   else
1321
      memcpy (ptr_to, indices, mesh->indice_count * mesh->indice_size);
1322
   mesh->d3dindices->Unlock ();
1323
 
1324
   // finished, free the temporary objects
1325
   for (array_index = 0; array_index < sizeof (hashtable) / sizeof (obj_hashbucket_t); array_index++)
1326
      SAFE_free ((void **) &hashtable[array_index].indices);
1327
   SAFE_free ((void **) &indices);
1328
   SAFE_free ((void **) &vertices);
1329
   SAFE_free ((void **) &obj.vs);
1330
   SAFE_free ((void **) &obj.ns);
1331
   SAFE_free ((void **) &obj.tcs);
1332
   SAFE_free ((void **) &obj.fs);
1333
   SAFE_free ((void **) &filedata);
1334
 
1335
   return (true); // Wavefront Object successfully loaded, return TRUE
1336
 
1337
   #undef OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX
1338
   #undef OBJ_CONVERT_INDEX
1339
   #undef OBJ_INCREASE_OR_RESIZE
1340
}
1341
 
1342
 
1343
static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject)
1344
{
1345
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1346
 
1347
   D3DXMATRIX rotation_matrix;
1348
   D3DXMATRIX translation_matrix;
1349
   D3DXMATRIX reflect_matrix;
1350
   D3DXMATRIX scaling_matrix;
1351
   material_t *material;
1352
   D3DMATERIAL9 d3dmaterial;
1353
   D3DXPLANE plane;
1354
   mesh_t *mesh;
1355
   mesh_t *tile_mesh;
1356
   float alpha;
1357
 
1358
   // draw the reflection below this mesh
1359
 
1360
   // quick access to meshes
1361
   mesh = &meshes[sceneobject->mesh_index];
1362
   tile_mesh = &meshes[theme->tile_meshindex];
1363
 
1364
   // set the world transform at location
1365
   D3DXPlaneFromPointNormal (&plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1366
   D3DXMatrixReflect (&reflect_matrix, &plane);
1367
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, -sceneobject->pitch * TO_RADIANS, 0.0f, -sceneobject->yaw * TO_RADIANS);
1368
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, -sceneobject->z);
1369
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1370
 
1371
   // tell Direct3D about our matrix
1372
   d3ddev->SetTransform (D3DTS_WORLD, &(reflect_matrix * scaling_matrix * rotation_matrix * translation_matrix));
1373
 
1374
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer
1375
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_LESS); // instruct how to fill the stencil buffer
1376
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); // instruct how to fill the stencil buffer
1377
 
1378
   // set the texture for this mesh
1379
   if (sceneobject->texture_index != -1)
1380
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1381
   else
1382
      d3ddev->SetTexture (0, NULL);
1383
 
1384
   // adjust the light reflection properties by setting the material
1385
   if (sceneobject->material_index != -1)
1386
      material = &materials[sceneobject->material_index]; // use the specified scene object material
1387
   else
1388
      material = &materials[material_count - 1]; // scene object material unspecified, use default material
1389
   alpha = theme->reflection_alpha / 256.0f;
1390
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency * alpha); // Alpha value not used according to SDK
1391
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency * alpha);
1392
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency * alpha); // Alpha value not used according to SDK
1393
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency * alpha); // Alpha value not used according to SDK
1394
   d3dmaterial.Power = material->shininess;
1395
   d3ddev->SetMaterial (&d3dmaterial);
1396
 
1397
   // draw the mesh subset
1398
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1399
   d3ddev->SetFVF (mesh->vertex_format);
1400
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1401
   if (mesh->is_indexed)
1402
   {
1403
      d3ddev->SetIndices (mesh->d3dindices);
1404
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1405
   }
1406
   else
1407
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1408
 
1409
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // and disable the stencil buffer
1410
 
1411
   // now draw the simple shadow below this mesh
1412
 
1413
   // grab the tools we need in hand
1414
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable the Z buffer
1415
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB (255, 255, 255)); // raise ambient light
1416
 
1417
   // position the simple shadow sprite
1418
   D3DXMatrixScaling (&scaling_matrix, max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), 0.0f);
1419
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, 0.0f);
1420
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * translation_matrix));
1421
 
1422
   // adjust the light reflection properties by setting the material
1423
   material = &materials[material_count - 1]; // use the default material
1424
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1425
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1426
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1427
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1428
   d3dmaterial.Power = material->shininess;
1429
   d3ddev->SetMaterial (&d3dmaterial);
1430
 
1431
   d3ddev->SetTexture (0, textures[theme->shadow_textureindex].texture); // select the texture we want
1432
 
1433
   // and then draw it
1434
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1435
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1436
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1437
   if (tile_mesh->is_indexed)
1438
   {
1439
      d3ddev->SetIndices (tile_mesh->d3dindices);
1440
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1441
   }
1442
   else
1443
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1444
 
1445
   // finished, reset ambient light to its previous value and enable the Z buffer back
1446
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1447
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
1448
 
1449
   return; // finished
1450
}
1451
 
1452
 
1453
static void Render_DrawSceneObject (sceneobject_t *sceneobject)
1454
{
1455
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1456
 
1457
   D3DXMATRIX rotation_matrix;
1458
   D3DXMATRIX translation_matrix;
1459
   D3DXMATRIX scaling_matrix;
1460
   material_t *material;
1461
   D3DMATERIAL9 d3dmaterial;
1462
   mesh_t *mesh;
1463
 
1464
   // is this object a tile (i.e, it has no mesh) ?
1465
   if (sceneobject->mesh_index == -1)
1466
   {
1467
      Render_DrawSceneTile (sceneobject); // then draw it as a tile instead
1468
      return; // and return
1469
   }
1470
 
1471
   // quick access to mesh
1472
   mesh = &meshes[sceneobject->mesh_index];
1473
 
1474
   // set the world transform at location
1475
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1476
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1477
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1478
 
1479
   // tell Direct3D about our matrix
1480
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1481
 
1482
   // set the texture for this mesh
1483
   if (sceneobject->texture_index != -1)
1484
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1485
   else
1486
      d3ddev->SetTexture (0, NULL);
1487
 
1488
   // adjust the light reflection properties by setting the material
1489
   if (sceneobject->material_index != -1)
1490
      material = &materials[sceneobject->material_index];
1491
   else
1492
      material = &materials[material_count - 1];
1493
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1494
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1495
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1496
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1497
   d3dmaterial.Power = material->shininess;
1498
   d3ddev->SetMaterial (&d3dmaterial);
1499
 
1500
   // draw the mesh subset
1501
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1502
   d3ddev->SetFVF (mesh->vertex_format);
1503
 
1504
   // is there transparency on this mesh ?
1505
   if (material->transparency < 1)
1506
   {
1507
      d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1508
      if (mesh->is_indexed)
1509
      {
1510
         d3ddev->SetIndices (mesh->d3dindices);
1511
         d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1512
      }
1513
      else
1514
         d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1515
   }
1516
 
1517
   // now draw the front faces
1518
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CCW); // draw the front faces
1519
   if (mesh->is_indexed)
1520
   {
1521
      d3ddev->SetIndices (mesh->d3dindices);
1522
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1523
   }
1524
   else
1525
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1526
 
1527
   return; // finished
1528
}
1529
 
1530
 
1531
static void Render_DrawSceneTile (sceneobject_t *sceneobject)
1532
{
1533
   // fast helper to draw a tile (i.e, an object that doesn't have a mesh) at a specified location
1534
 
1535
   D3DXMATRIX rotation_matrix;
1536
   D3DXMATRIX translation_matrix;
1537
   D3DXMATRIX scaling_matrix;
1538
   material_t *material;
1539
   D3DMATERIAL9 d3dmaterial;
1540
   mesh_t *tile_mesh;
1541
 
1542
   tile_mesh = &meshes[theme->tile_meshindex]; // quick access to tile mesh
1543
 
1544
   // grab the tools we need in hand
1545
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_RGBA (0xFF, 0xFF, 0xFF, 0xFF)); // raise light
1546
 
1547
   // set the world transform at location
1548
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1549
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1550
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1551
 
1552
   // tell Direct3D about our matrix
1553
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1554
 
1555
   // adjust the light reflection properties by setting the material
1556
   material = &materials[material_count - 1]; // use the default material for tiles
1557
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->ambient);
1558
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->diffuse);
1559
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->emissive);
1560
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->specular);
1561
   d3dmaterial.Power = material->shininess;
1562
   d3ddev->SetMaterial (&d3dmaterial);
1563
 
1564
   // select the texture we want
1565
   d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1566
 
1567
   // and then draw it
1568
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1569
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1570
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1571
   if (tile_mesh->is_indexed)
1572
   {
1573
      d3ddev->SetIndices (tile_mesh->d3dindices);
1574
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1575
   }
1576
   else
1577
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1578
 
1579
   // finished, reset ambient light to its previous value
1580
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1581
 
1582
   return; // finished
1583
}
1584
 
1585
 
1586
static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha)
1587
{
1588
   // fast helper to draw a sprite at a specified location with certain parameters
1589
 
1590
   D3DXMATRIX scaling_matrix;
1591
   texture_t *texture;
1592
   float scale_x;
1593
   float scale_y;
1594
 
1595
   texture = &textures[sprite->texture_index]; // quick access to sprite's texture
1596
 
1597
   scale_x = (width_percent * (float) initial_width) / (float) (100 * texture->width);
1598
   scale_y = (height_percent * (float) initial_height) / (float) (100 * texture->height);
1599
 
1600
   // start rendering the sprite (an optimized version would draw all sprites in a row...)
1601
   sprite->sprite->Begin (D3DXSPRITE_ALPHABLEND);
1602
 
1603
   // scale and position the sprite
1604
   D3DXMatrixTransformation2D (&scaling_matrix, // output matrix
1605
                               NULL, // scaling center
1606
                               0.0f, // scaling rotation
1607
                               &D3DXVECTOR2 (scale_x, scale_y), // scaling ratio
1608
                               &D3DXVECTOR2 (0, 0), // rotation center
1609
                               0.0f, // rotation
1610
                               &D3DXVECTOR2 (x_percent * (float) initial_width / 100.0f, y_percent * (float) initial_height / 100.0f)); // translation
1611
   sprite->sprite->SetTransform (&scaling_matrix); // tell the sprite about the scaling and position transform
1612
 
1613
   // now draw the sprite with the specified alpha and finish rendering
1614
   sprite->sprite->Draw (texture->texture, NULL, NULL, NULL, D3DCOLOR_ARGB (alpha, 255, 255, 255));
1615
   sprite->sprite->End ();
1616
 
1617
   return; // finished
1618
}
1619
 
1620
 
1621
static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect)
1622
{
1623
   // this function computes and returns the size of the rectangle the specified text will fit into. Note that text may be modified
1624
   // to insert new lines if it doesn't fit in a single line.
1625
 
1626
   int char_index;
1627
   int length;
1628
   int optimal_length;
1629
   bool have_split;
1630
 
1631
   // blank out the output rectangle
1632
   memset (rect, 0, sizeof (RECT));
1633
 
1634
   // ask direct3D to compute the text size a first time
1635
   fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1636
 
1637
   // if max width is not set, set it to viewport width
1638
   if (max_width < 0)
1639
      max_width = initial_width; // then use it to compute the real max width
1640
 
1641
   // do we need more than one line ?
1642
   if (rect->right > max_width)
1643
   {
1644
      // see how many lines we need and compute the optimal length of one line
1645
      length = wcslen (text);
1646
      optimal_length = length / (1 + rect->right / (int) max_width);
1647
      have_split = false;
1648
      for (char_index = optimal_length; char_index < length; char_index++)
1649
         if (iswspace (text[char_index]))
1650
         {
1651
            text[char_index] = L'\n'; // interpolate linefeeds into string
1652
            have_split = true; // remember string has been split
1653
            char_index += optimal_length;
1654
         }
1655
 
1656
      // and ask direct3D to compute the text size again
1657
      fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1658
   }
1659
 
1660
   return; // finished
1661
}
1662
 
1663
 
1664
static void Render_wprintf (int x, int y, int max_width, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...)
1665
{
1666
   // this function displays text on the Direct3D interface according to the given parameters. X and Y are the base coordinates of
1667
   // the text's bounding rectangle. Max_width is the maximum allowed width of this rectangle before wrapping words on a new line.
1668
   // Horiz_align and vert_align are the alignment parameters of the RECTANGLE relatively to X and Y. Text_align is the alignment of
1669
   // the TEXT inside this rectangle (meaning, you can have right-aligned text in a rectangle that is centered on a point). Font_id
1670
   // 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
1671
   // bounding rectangle, after any word wrapping corrections have been made. Fmt is a format string containing the text itself,
1672
   // printf-style.
1673
 
1674
   va_list argptr;
1675
   RECT rect;
1676
   int left;
1677
   int top;
1678
 
1679
   // concatenate all the arguments in one string
1680
   va_start (argptr, fmt);
1681
   wvsprintf (printf_buffer, fmt, argptr);
1682
   va_end (argptr);
1683
 
1684
   // get the text boundaries
1685
   Render_GetTextBoundaries (max_width, font_id, printf_buffer, &rect);
1686
 
1687
   // horizontal alignment
1688
   if (horiz_align == ALIGN_LEFT)
1689
      left = x;
1690
   else if (horiz_align == ALIGN_RIGHT)
1691
      left = x - rect.right;
1692
   else
1693
      left = x - rect.right / 2;
1694
 
1695
   // vertical alignment
1696
   if (vert_align == ALIGN_TOP)
1697
      top = y;
1698
   else if (vert_align == ALIGN_BOTTOM)
1699
      top = y - rect.bottom;
1700
   else
1701
      top = y - rect.bottom / 2;
1702
 
1703
   // now reposition our rectangle correctly acording to alignment
1704
   OffsetRect (&rect, left, top);
1705
 
1706
   // and draw the text
1707
   if (text_align == ALIGN_LEFT)
1708
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_LEFT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1709
   else if (horiz_align == ALIGN_RIGHT)
1710
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_RIGHT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1711
   else
1712
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_CENTER, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1713
 
1714
   // do we want the output rectangle ?
1715
   if (out_rect != NULL)
1716
      memcpy (out_rect, &rect, sizeof (rect)); // if so, copy it in the given variable
1717
 
1718
   return; // finished
1719
}
1720
 
1721
 
1722
static float DistanceToCamera (float x, float y, float z)
1723
{
1724
   // this function computes the distance of the point at coordinates x,y,z to the camera
1725
 
1726
   vector_t displacement;
1727
 
1728
   // compute displacement...
1729
   displacement.x = x - camera_position.x;
1730
   displacement.y = y - camera_position.y;
1731
   displacement.z = z - camera_position.z;
1732
 
1733
   // ...and then Pythagores in 3D
1734
   return (sqrtf (displacement.x * displacement.x + displacement.y * displacement.y + displacement.z * displacement.z));
1735
}
1736
 
1737
 
1738
static float FadeFloat (float from, float to, float start_time, float end_time)
1739
{
1740
   // helper function to return a progressive variation between from and to based on time
1741
 
1742
   if (end_time < current_time)
1743
      return (to);
1744
 
1745
   //      base + (variation) * (               fraction of completion               )
1746
   return (from + (to - from) * (current_time - start_time) / (end_time - start_time));
1747
}
1748
 
1749
 
1750
static unsigned long HashString (const wchar_t *string_buffer)
1751
{
1752
   // super fast string hash function, code courtesy of
1753
   // http://www.azillionmonkeys.com/qed/hash.html
1754
 
1755
   unsigned long length;
1756
   unsigned long hash;
1757
   unsigned long tmp;
1758
   int remaining;
1759
 
1760
   // first, get the string length and start with this as a hash value
1761
   length = wcslen (string_buffer) * sizeof (wchar_t);
1762
   hash = length;
1763
 
1764
   // figure out how many bytes there will remain after 32-bit processing
1765
   remaining = length & 3;
1766
   length >>= 2;
1767
 
1768
   // main loop, process 32-bit blocks
1769
   for ( ; length > 0; length--)
1770
   {
1771
      hash += *((const unsigned short *) string_buffer);
1772
      tmp = ((*((const unsigned short *) (string_buffer + 2))) << 11) ^ hash;
1773
      hash = (hash << 16) ^ tmp;
1774
      string_buffer += 2 * sizeof (unsigned short);
1775
      hash += hash >> 11;
1776
   }
1777
 
1778
   // handle the remaining bytes
1779
   if (remaining == 3)
1780
   {
1781
      hash += *((const unsigned short *) string_buffer);
1782
      hash ^= hash << 16;
1783
      hash ^= string_buffer[sizeof (unsigned short)] << 18;
1784
      hash += hash >> 11;
1785
   }
1786
   else if (remaining == 2)
1787
   {
1788
      hash += *((const unsigned short *) string_buffer);
1789
      hash ^= hash << 11;
1790
      hash += hash >> 17;
1791
   }
1792
   else if (remaining == 1)
1793
   {
1794
      hash += *string_buffer;
1795
      hash ^= hash << 10;
1796
      hash += hash >> 1;
1797
   }
1798
 
1799
   // force "avalanching" of final 127 bits
1800
   hash ^= hash << 3;
1801
   hash += hash >> 5;
1802
   hash ^= hash << 4;
1803
   hash += hash >> 17;
1804
   hash ^= hash << 25;
1805
   hash += hash >> 6;
1806
 
1807
   return (hash); // finished, return the hash value
1808
}
1809
 
1810
 
1811
static unsigned long HashFile (const wchar_t *file_pathname)
1812
{
1813
   // super fast file content pseudo-hash function
1814
 
1815
   unsigned short value;
1816
   struct _stat fileinfo;
1817
   FILE *fp;
1818
 
1819
   // first, get info about the file
1820
   if (_wstat (file_pathname, &fileinfo) != 0)
1821
      return ((unsigned long) time (NULL)); // if file can't be open, return a random number
1822
 
1823
   // open the file
1824
   _wfopen_s (&fp, file_pathname, L"rb");
1825
   if (fp == NULL)
1826
      return ((unsigned long) time (NULL)); // if file can't be open, return a random number
1827
 
1828
   // seek at 2/3 of file size (if file is small enough, return only its content)
1829
   if (fileinfo.st_size >= 4)
1830
   {
1831
      fseek (fp, fileinfo.st_size * 2 / 3, SEEK_SET); // seek at 2/3 of file
1832
      fread (&value, 2, 1, fp); // and read a word here
1833
   }
1834
   else if (fileinfo.st_size >= 2)
1835
      fread (&value, 2, 1, fp);
1836
   else if (fileinfo.st_size == 1)
1837
      value = fgetc (fp);
1838
   else
1839
      value = 0;
1840
 
1841
   // finished, close the file
1842
   fclose (fp);
1843
 
1844
   // and return a hash composed of the 16 lower bits of the file size and the value we read
1845
   return ((unsigned long) (fileinfo.st_size << 16) | (unsigned long) value);
1846
}
1847
 
1848
 
1849
static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars)
1850
{
1851
   // this function resolves a pathname ending with .* by testing with various possible
1852
   // file extensions until one of the files formed that way is found to exist.
1853
 
1854
   static wchar_t extension_list[256]; // needs to be modifiable for strtok()
1855
   wchar_t *current_extension;
1856
   wchar_t *wcstok_context;
1857
   struct _stat fileinfo;
1858
   int length;
1859
 
1860
   wcscpy_s (extension_list, WCHAR_SIZEOF (extension_list), extensions_separated_by_bars);
1861
   length = wcslen (file_pathname); // get pathname length
1862
 
1863
   // does the pathname we want NOT end with a wildcard ?
1864
   if ((length < 2) || (wcscmp (&file_pathname[length - 2], L".*") != 0))
1865
      return; // no need to resolve anything
1866
 
1867
   // test each extension and see if a corresponding file exists
1868
   current_extension = wcstok_s (extension_list, L"|", &wcstok_context);
1869
   while (current_extension != NULL)
1870
   {
1871
      if (*current_extension == L'.')
1872
         current_extension++; // if current extension starts with a dot, skip it
1873
      wcscpy_s (&file_pathname[length - 1], wcslen (current_extension) + 1, current_extension);
1874
      if (_wstat (file_pathname, &fileinfo) == 0)
1875
         return; // found a file with this extension
1876
      current_extension = wcstok_s (NULL, L"|", &wcstok_context);
1877
   }
1878
 
1879
   wcscpy_s (&file_pathname[length - 1], 2, L"*");
1880
   return; // if none of these extensions match, put the wildcard back and return
1881
}
1882
 
1883
 
1884
static int SortReflectedObjects (const void *object1, const void *object2)
1885
{
1886
   // callback function used by qsort() when sorting the reflected objects according to their distance to the viewer
1887
 
1888
   return ((int) (1000.0f * (((reflectedobject_t *) object2)->distance - ((reflectedobject_t *) object1)->distance)));
1889
}