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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);
11 pmbaty 240
      terminate_everything = true; // this is a fatal error
1 pmbaty 241
      return (false);
242
   }
243
 
244
   // grab info from that and adjust our D3D settings
245
   best_supported_filter = (device_capabilities.RasterCaps & D3DPRASTERCAPS_ANISOTROPY ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
246
   behaviour_flags = (device_capabilities.VertexProcessingCaps != 0 ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING);
247
 
5 pmbaty 248
   // see if simple (non-maskable) full-scene antialiasing is supported and in how many quality flavors
249
   if (SUCCEEDED (d3d->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, false, D3DMULTISAMPLE_NONMASKABLE, &multisample_quality_count)))
250
      is_fsaa_supported = true; // remember FSAA is supported
1 pmbaty 251
 
252
   memset (&d3dpp, 0, sizeof (d3dpp)); // clear out the struct for use
253
   d3dpp.Windowed = true; // always windowed (because we can't display dialog boxes in fullscreen mode)
254
   d3dpp.BackBufferCount = 1;
255
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
256
   d3dpp.hDeviceWindow = hMainWnd; // set the window to be used by Direct3D
257
   d3dpp.EnableAutoDepthStencil = true; // enable Z-buffer and stencil buffer
258
   d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // D3DFMT_D15S1 15 bits should be enough to store each pixel's Z depth
5 pmbaty 259
   if (is_fsaa_supported)
260
   {
261
      d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE; // use multisampling (full scene antialiasing) if supported
262
      d3dpp.MultiSampleQuality = multisample_quality_count - 1; // use the best available multisample quality
263
   }
264
   else
265
   {
266
      d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // do not use multisampling (full scene antialiasing)
267
      d3dpp.MultiSampleQuality = 0;
268
   }
1 pmbaty 269
 
6 pmbaty 270
   // get main window's current rectangle and full screen size
271
   GetWindowRect (hMainWnd, &rect);
272
 
273
   // create a device class using this information and the info from the d3dpp stuct. Resize the window to the max displayable
274
   // size before creating the DirectX device, so as to guarantee the viewport will never be upscaled in case of window resize.
275
   MoveWindow (hMainWnd, rect.left, rect.top, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), false);
2 pmbaty 276
   if (FAILED (ret = d3d->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd, behaviour_flags, &d3dpp, &d3ddev)))
1 pmbaty 277
   {
278
      MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevCreateDeviceFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
2 pmbaty 279
 
280
      // on error, write a log file on the user's desktop
281
      errorfile_path[0] = 0;
282
      SHGetSpecialFolderPath (NULL, errorfile_path, CSIDL_DESKTOP, true);
283
      wcscat_s (errorfile_path, WCHAR_SIZEOF (errorfile_path), L"\\Chess Giants error.log");
284
      _wfopen_s (&fp, errorfile_path, L"w, ccs=UNICODE");
285
      if (fp != NULL)
286
      {
287
         fwprintf (fp, L"device_capabilities.DeviceType = %d\n", device_capabilities.DeviceType);
288
         fwprintf (fp, L"device_capabilities.AdapterOrdinal = %ul\n", device_capabilities.AdapterOrdinal);
289
         fwprintf (fp, L"device_capabilities.Caps = %ul\n", device_capabilities.Caps);
290
         fwprintf (fp, L"device_capabilities.Caps2 = %ul\n", device_capabilities.Caps2);
291
         fwprintf (fp, L"device_capabilities.Caps3 = %ul\n", device_capabilities.Caps3);
292
         fwprintf (fp, L"device_capabilities.PresentationIntervals = %ul\n", device_capabilities.PresentationIntervals);
293
         fwprintf (fp, L"device_capabilities.CursorCaps = %ul\n", device_capabilities.CursorCaps);
294
         fwprintf (fp, L"device_capabilities.DevCaps = %ul\n", device_capabilities.DevCaps);
295
         fwprintf (fp, L"device_capabilities.PrimitiveMiscCaps = %ul\n", device_capabilities.PrimitiveMiscCaps);
296
         fwprintf (fp, L"device_capabilities.RasterCaps = %ul\n", device_capabilities.RasterCaps);
297
         fwprintf (fp, L"device_capabilities.ZCmpCaps = %ul\n", device_capabilities.ZCmpCaps);
298
         fwprintf (fp, L"device_capabilities.SrcBlendCaps = %ul\n", device_capabilities.SrcBlendCaps);
299
         fwprintf (fp, L"device_capabilities.DestBlendCaps = %ul\n", device_capabilities.DestBlendCaps);
300
         fwprintf (fp, L"device_capabilities.AlphaCmpCaps = %ul\n", device_capabilities.AlphaCmpCaps);
301
         fwprintf (fp, L"device_capabilities.ShadeCaps = %ul\n", device_capabilities.ShadeCaps);
302
         fwprintf (fp, L"device_capabilities.TextureCaps = %ul\n", device_capabilities.TextureCaps);
303
         fwprintf (fp, L"device_capabilities.TextureFilterCaps = %ul\n", device_capabilities.TextureFilterCaps);
304
         fwprintf (fp, L"device_capabilities.CubeTextureFilterCaps = %ul\n", device_capabilities.CubeTextureFilterCaps);
305
         fwprintf (fp, L"device_capabilities.VolumeTextureFilterCaps = %ul\n", device_capabilities.VolumeTextureFilterCaps);
306
         fwprintf (fp, L"device_capabilities.TextureAddressCaps = %ul\n", device_capabilities.TextureAddressCaps);
307
         fwprintf (fp, L"device_capabilities.VolumeTextureAddressCaps = %ul\n", device_capabilities.VolumeTextureAddressCaps);
308
         fwprintf (fp, L"device_capabilities.LineCaps = %ul\n", device_capabilities.LineCaps);
309
         fwprintf (fp, L"device_capabilities.MaxTextureWidth = %ul\n", device_capabilities.MaxTextureWidth);
310
         fwprintf (fp, L"device_capabilities.MaxTextureHeight = %ul\n", device_capabilities.MaxTextureHeight);
311
         fwprintf (fp, L"device_capabilities.MaxVolumeExtent = %ul\n", device_capabilities.MaxVolumeExtent);
312
         fwprintf (fp, L"device_capabilities.MaxTextureRepeat = %ul\n", device_capabilities.MaxTextureRepeat);
313
         fwprintf (fp, L"device_capabilities.MaxTextureAspectRatio = %ul\n", device_capabilities.MaxTextureAspectRatio);
314
         fwprintf (fp, L"device_capabilities.MaxAnisotropy = %ul\n", device_capabilities.MaxAnisotropy);
315
         fwprintf (fp, L"device_capabilities.MaxVertexW = %f\n", device_capabilities.MaxVertexW);
316
         fwprintf (fp, L"device_capabilities.GuardBandLeft = %f\n", device_capabilities.GuardBandLeft);
317
         fwprintf (fp, L"device_capabilities.GuardBandTop = %f\n", device_capabilities.GuardBandTop);
318
         fwprintf (fp, L"device_capabilities.GuardBandRight = %f\n", device_capabilities.GuardBandRight);
319
         fwprintf (fp, L"device_capabilities.GuardBandBottom = %f\n", device_capabilities.GuardBandBottom);
320
         fwprintf (fp, L"device_capabilities.ExtentsAdjust = %f\n", device_capabilities.ExtentsAdjust);
321
         fwprintf (fp, L"device_capabilities.StencilCaps = %ul\n", device_capabilities.StencilCaps);
322
         fwprintf (fp, L"device_capabilities.FVFCaps = %ul\n", device_capabilities.FVFCaps);
323
         fwprintf (fp, L"device_capabilities.TextureOpCaps = %ul\n", device_capabilities.TextureOpCaps);
324
         fwprintf (fp, L"device_capabilities.MaxTextureBlendStages = %ul\n", device_capabilities.MaxTextureBlendStages);
325
         fwprintf (fp, L"device_capabilities.MaxSimultaneousTextures = %ul\n", device_capabilities.MaxSimultaneousTextures);
326
         fwprintf (fp, L"device_capabilities.VertexProcessingCaps = %ul\n", device_capabilities.VertexProcessingCaps);
327
         fwprintf (fp, L"device_capabilities.MaxActiveLights = %ul\n", device_capabilities.MaxActiveLights);
328
         fwprintf (fp, L"device_capabilities.MaxUserClipPlanes = %ul\n", device_capabilities.MaxUserClipPlanes);
329
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrices = %ul\n", device_capabilities.MaxVertexBlendMatrices);
330
         fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrixIndex = %ul\n", device_capabilities.MaxVertexBlendMatrixIndex);
331
         fwprintf (fp, L"device_capabilities.MaxPointSize = %f\n", device_capabilities.MaxPointSize);
332
         fwprintf (fp, L"device_capabilities.MaxPrimitiveCount = %ul\n", device_capabilities.MaxPrimitiveCount);
333
         fwprintf (fp, L"device_capabilities.MaxVertexIndex = %ul\n", device_capabilities.MaxVertexIndex);
334
         fwprintf (fp, L"device_capabilities.MaxStreams = %ul\n", device_capabilities.MaxStreams);
335
         fwprintf (fp, L"device_capabilities.MaxStreamStride = %ul\n", device_capabilities.MaxStreamStride);
336
         fwprintf (fp, L"device_capabilities.VertexShaderVersion = %ul\n", device_capabilities.VertexShaderVersion);
337
         fwprintf (fp, L"device_capabilities.MaxVertexShaderConst = %ul\n", device_capabilities.MaxVertexShaderConst);
338
         fwprintf (fp, L"device_capabilities.PixelShaderVersion = %ul\n", device_capabilities.PixelShaderVersion);
339
         fwprintf (fp, L"device_capabilities.PixelShader1xMaxValue = %f\n", device_capabilities.PixelShader1xMaxValue);
340
         fwprintf (fp, L"device_capabilities.DevCaps2 = %ul\n", device_capabilities.DevCaps2);
341
         fwprintf (fp, L"device_capabilities.MaxNpatchTessellationLevel = %f\n", device_capabilities.MaxNpatchTessellationLevel);
342
         fwprintf (fp, L"device_capabilities.Reserved5 = %ul\n", device_capabilities.Reserved5);
343
         fwprintf (fp, L"device_capabilities.MasterAdapterOrdinal = %ul\n", device_capabilities.MasterAdapterOrdinal);
344
         fwprintf (fp, L"device_capabilities.AdapterOrdinalInGroup = %ul\n", device_capabilities.AdapterOrdinalInGroup);
345
         fwprintf (fp, L"device_capabilities.NumberOfAdaptersInGroup = %ul\n", device_capabilities.NumberOfAdaptersInGroup);
346
         fwprintf (fp, L"device_capabilities.DeclTypes = %ul\n", device_capabilities.DeclTypes);
347
         fwprintf (fp, L"device_capabilities.NumSimultaneousRTs = %ul\n", device_capabilities.NumSimultaneousRTs);
348
         fwprintf (fp, L"device_capabilities.StretchRectFilterCaps = %ul\n", device_capabilities.StretchRectFilterCaps);
349
         fwprintf (fp, L"device_capabilities.VS20Caps.Caps = %ul\n", device_capabilities.VS20Caps.Caps);
350
         fwprintf (fp, L"device_capabilities.VS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.VS20Caps.DynamicFlowControlDepth);
351
         fwprintf (fp, L"device_capabilities.VS20Caps.NumTemps = %d\n", device_capabilities.VS20Caps.NumTemps);
352
         fwprintf (fp, L"device_capabilities.VS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.VS20Caps.StaticFlowControlDepth);
353
         fwprintf (fp, L"device_capabilities.PS20Caps.Caps = %ul\n", device_capabilities.PS20Caps.Caps);
354
         fwprintf (fp, L"device_capabilities.PS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.PS20Caps.DynamicFlowControlDepth);
355
         fwprintf (fp, L"device_capabilities.PS20Caps.NumTemps = %d\n", device_capabilities.PS20Caps.NumTemps);
356
         fwprintf (fp, L"device_capabilities.PS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.PS20Caps.StaticFlowControlDepth);
357
         fwprintf (fp, L"device_capabilities.PS20Caps.NumInstructionSlots = %d\n", device_capabilities.PS20Caps.NumInstructionSlots);
358
         fwprintf (fp, L"device_capabilities.VertexTextureFilterCaps = %ul\n", device_capabilities.VertexTextureFilterCaps);
359
         fwprintf (fp, L"device_capabilities.MaxVShaderInstructionsExecuted = %ul\n", device_capabilities.MaxVShaderInstructionsExecuted);
360
         fwprintf (fp, L"device_capabilities.MaxPShaderInstructionsExecuted = %ul\n", device_capabilities.MaxPShaderInstructionsExecuted);
361
         fwprintf (fp, L"device_capabilities.MaxVertexShader30InstructionSlots = %ul\n", device_capabilities.MaxVertexShader30InstructionSlots);
362
         fwprintf (fp, L"device_capabilities.MaxPixelShader30InstructionSlots = %ul\n", device_capabilities.MaxPixelShader30InstructionSlots);
363
         fwprintf (fp, L"========\n");
364
         fwprintf (fp, L"(guessed) behaviour_flags = %ul\n", behaviour_flags);
365
         fwprintf (fp, L"========\n");
5 pmbaty 366
         fwprintf (fp, L"d3dpp.MultiSampleType = %d\n", d3dpp.MultiSampleType);
367
         fwprintf (fp, L"d3dpp.MultiSampleQuality = %d\n", d3dpp.MultiSampleQuality);
368
         fwprintf (fp, L"========\n");
2 pmbaty 369
         fwprintf (fp, L"d3d->CreateDevice() returned %d\n", (int) ret);
370
         fclose (fp);
371
 
372
         MessageBox (NULL, LOCALIZE (L"Error_GameCouldNotStartPleaseSendLogToAuthor"), LOCALIZE (L"Information"), MB_ICONINFORMATION | MB_OK);
373
      }
374
      else
375
         MessageBox (NULL, LOCALIZE (L"Error_CouldNotWriteToLogFile"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
376
 
11 pmbaty 377
      terminate_everything = true; // this is a fatal error
1 pmbaty 378
      return (false);
379
   }
380
 
6 pmbaty 381
   // save the viewport's width and height
382
   GetClientRect (hMainWnd, &viewport_rect);
383
   initial_width = viewport_rect.right;
384
   initial_height = viewport_rect.bottom;
1 pmbaty 385
 
6 pmbaty 386
   // now resize the window to its original size
387
   MoveWindow (hMainWnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, false);
388
 
1 pmbaty 389
   // set the texture parameters
390
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); // wrap textures around their edges
391
   d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
392
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // and modulate their alpha with the material's alpha
393
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
394
   d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
395
 
396
   // enable the Z buffer
397
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
398
 
399
   // disable the stencil buffer
400
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false);
401
 
402
   // normalize the face normals (if we don't, scaling will cause problems with lighting computations)
403
   d3ddev->SetRenderState (D3DRS_NORMALIZENORMALS, true);
404
 
405
   // turn on alpha blending
406
   d3ddev->SetRenderState (D3DRS_ALPHABLENDENABLE, true);
407
   d3ddev->SetRenderState (D3DRS_BLENDOP, D3DBLENDOP_ADD);
408
   d3ddev->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
409
   d3ddev->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
410
 
411
   // use all of the materials' light reflection properties
412
   d3ddev->SetRenderState (D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
413
   d3ddev->SetRenderState (D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
414
   d3ddev->SetRenderState (D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
415
   d3ddev->SetRenderState (D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
416
   d3ddev->SetRenderState (D3DRS_COLORVERTEX, false);
417
 
418
   // enable 3D lighting
419
   d3ddev->SetRenderState (D3DRS_LIGHTING, true);
420
 
421
   // open and parse the materials file and build the materials list
422
   materials = NULL;
423
   material_count = 0;
424
   _wfopen_s (&fp, L"materials.cfg", L"r, ccs=UNICODE");
425
   if (fp != NULL)
426
   {
427
      // read line per line...
428
      while (fgetws (line_buffer, WCHAR_SIZEOF (line_buffer), fp) != NULL)
429
      {
430
         // can we read a complete material line ?
431
         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)
432
         {
433
            materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
434
            memcpy (&materials[material_count], &material, sizeof (material_t));
435
            material_count++; // if so, append this new material to the materials array
436
         }
437
      }
438
      fclose (fp); // finished, close the file
439
   }
440
   materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
441
   wcscpy_s (materials[material_count].name, WCHAR_SIZEOF (materials[material_count].name), default_materialname);
442
   materials[material_count].ambient = 1.0f;
443
   materials[material_count].diffuse = 1.0f;
444
   materials[material_count].emissive = 0.0f;
445
   materials[material_count].specular = 0.0f;
446
   materials[material_count].shininess = 0.0f;
447
   materials[material_count].transparency = 1.0f;
448
   material_count++; // append a default material at the end of the array and we're all set
449
 
450
   return (true); // finished
451
}
452
 
453
 
454
void Render_Shutdown (void)
455
{
456
   // this function shuts down the Direct3D interfaces and releases the Direct3D COM objects
457
 
458
   int array_index;
459
 
460
   // close and release font data
461
   SAFE_free ((void **) &fonts);
462
   font_count = 0;
463
 
464
   // close and release sprite data
465
   SAFE_free ((void **) &sprites);
466
   sprite_count = 0;
467
 
468
   // close and release meshes data
469
   if (meshes != NULL)
470
   {
471
      for (array_index = 0; array_index < mesh_count; array_index++)
472
      {
473
         if (meshes[array_index].d3dindices != NULL)
474
            meshes[array_index].d3dindices->Release ();
475
         meshes[array_index].d3dindices = NULL;
476
 
477
         if (meshes[array_index].d3dvertices != NULL)
478
            meshes[array_index].d3dvertices->Release ();
479
         meshes[array_index].d3dvertices = NULL;
480
      }
481
   }
482
   meshes = NULL;
483
   mesh_count = 0;
484
 
485
   // close and release texture data
486
   if (textures != NULL)
487
   {
488
      for (array_index = 0; array_index < texture_count; array_index++)
489
         if (textures[array_index].texture != NULL)
490
            textures[array_index].texture->Release ();
491
      SAFE_free ((void **) &textures);
492
   }
493
   texture_count = 0;
494
 
495
   // close and release materials data
496
   SAFE_free ((void **) &materials);
497
   material_count = 0;
498
 
499
   // close and release the 3D device
500
   if (d3ddev != NULL)
501
      d3ddev->Release ();
502
   d3ddev = NULL;
503
 
504
   // close and release Direct3D
505
   if (d3d != NULL)
506
      d3d->Release ();
507
   d3d = NULL;
508
 
509
   return; // finished
510
}
511
 
512
 
513
void Render_RenderFrame (scene_t *scene)
514
{
515
   // this is the function used to render a single frame
516
 
517
   static int framerate_value = 0;
518
   static int framerate_count = 0;
519
   static float framerate_time = 0;
520
 
521
   D3DXMATRIX scaling_matrix;
522
   D3DXMATRIX translation_matrix;
523
   D3DXMATRIX view_matrix; // the view transform matrix
524
   D3DXMATRIX projection_matrix; // the projection transform matrix
525
   D3DLIGHT9 dxlight;
526
   RECT rect;
527
   float angle;
528
   float sin_pitch;
529
   float sin_yaw;
530
   float cos_pitch;
531
   float cos_yaw;
532
   int light_index;
533
   int object_index;
534
   int cchistory_index;
535
   int cchistory_index2;
536
   int combined_width;
537
   int combined_height;
538
   light_t *light;
539
   ccreply_t *ccreply;
540
   sceneobject_t *sceneobject;
541
   reflectedobject_t *reflectedobjects; // mallocated
542
   int reflectedobject_count;
543
   reflectedobject_t *otherobjects; // mallocated
544
   int otherobject_count;
545
 
11 pmbaty 546
   if (terminate_everything)
547
      return; // consistency check
548
 
1 pmbaty 549
   // get the device view port and save the actual width and height
550
   GetClientRect (hMainWnd, &rect);
551
   current_width = (float) rect.right; // they may differ from window width and window height
552
   current_height = (float) rect.bottom; // because of title bars, menus, borders, etc.
553
 
554
   // clear the back buffer, the Z buffer and the stencil buffer
555
   d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
556
   d3ddev->BeginScene (); // begins the 3D scene
557
 
558
   ////////////////////////////////////////
559
   // Setup scene lights
560
 
561
   // There are three types of light : ambient, diffuse and specular.
562
   // Diffuse lights can be of type directional (sun), point (bulb) or spot (flashlight).
563
 
564
   // The attenuation formula for point lights is :
565
   // Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
566
 
567
   // In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
568
 
569
   // set the default lighting color
570
   ambient_light = RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (theme->illum.ambient_light));
571
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
572
 
573
   // for each light...
574
   for (light_index = 0; light_index < theme->illum.light_count; light_index++)
575
   {
576
      light = &theme->illum.lights[light_index]; // quick access to light
577
 
578
      memset (&dxlight, 0, sizeof (dxlight)); // clear out the dxlight struct for use
579
 
580
      // set its type
581
      if (light->type == LIGHT_DIRECTIONAL)
582
         dxlight.Type = D3DLIGHT_DIRECTIONAL; // directional light (e.g, sun)
583
      else if (light->type == LIGHT_POINT)
584
         dxlight.Type = D3DLIGHT_POINT; // point light (e.g, light bulb)
585
      else if (light->type == LIGHT_SPOT)
586
         dxlight.Type = D3DLIGHT_SPOT; // spot light (e.g, flash light)
587
      else
588
      {
589
         d3ddev->LightEnable (light_index, false); // unknown light ; turn off light #index
590
         continue; // and proceed to the next one
591
      }
592
 
593
      // set its parameters
594
      dxlight.Diffuse = D3DXCOLOR (RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (light->color)));
595
      dxlight.Specular = D3DXCOLOR (0xffffffff);
596
      dxlight.Position.x = light->pos_x;
597
      dxlight.Position.y = light->pos_y;
598
      dxlight.Position.z = light->pos_z;
599
      dxlight.Direction.x = light->direction_x;
600
      dxlight.Direction.y = light->direction_y;
601
      dxlight.Direction.z = light->direction_z;
602
      dxlight.Range = light->range; // light won't be computed after this distance
603
      dxlight.Attenuation0 = light->attenuation_constant; // constant attenuation, see formula
604
      dxlight.Attenuation1 = light->attenuation_proportional; // proportional attenuation, see formula
605
      dxlight.Attenuation2 = light->attenuation_square; // square attenuation, see formula
606
      dxlight.Phi = light->cone_outer * TO_RADIANS; // outer spot cone
607
      dxlight.Theta = light->cone_inner * TO_RADIANS; // inner spot cone
608
 
609
      d3ddev->SetLight (light_index, &dxlight); // send the light struct properties to light #index
610
      d3ddev->LightEnable (light_index, true); // turn on light #index
611
   }
612
 
613
   ////////////////////////////////
614
   // View transform
615
 
616
   // compute the sine and cosine of the pitch component
617
   angle = current_pitch * TO_RADIANS;
618
   sin_pitch = sinf (angle);
619
   cos_pitch = cosf (angle);
620
 
621
   // compute the sine and cosine of the yaw component
622
   angle = current_yaw * TO_RADIANS;
623
   sin_yaw = sinf (angle);
624
   cos_yaw = cosf (angle);
625
 
626
   // build the camera position
627
   camera_position.x = (float) -(cos_pitch * cos_yaw) * current_distance;
628
   camera_position.y = (float) -(cos_pitch * sin_yaw) * current_distance;
629
   camera_position.z = (float) sin_pitch * current_distance;
630
 
631
   // set up a view matrix
632
   D3DXMatrixLookAtLH (&view_matrix,
633
                       (D3DXVECTOR3 *) &camera_position, // camera position
634
                       (D3DXVECTOR3 *) &scene_center, // look-at position
635
                       (D3DXVECTOR3 *) &upwards_direction); // up direction
636
 
637
   // tell Direct3D about our matrix
638
   d3ddev->SetTransform (D3DTS_VIEW, &view_matrix);
639
 
640
   /////////////////////////////////////
641
   // Projection transform
642
 
643
   // set up a projection matrix
644
   D3DXMatrixPerspectiveFovLH (&projection_matrix,
645
                               fov_value * TO_RADIANS, // field of view width
646
                               current_width / current_height, // aspect ratio
647
                               viewdist_near, viewdist_far); // view plane distances
648
 
649
   // tell Direct3D about our matrix
650
   d3ddev->SetTransform (D3DTS_PROJECTION, &projection_matrix);
651
 
652
   /////////////////////////////////////
653
   // End of the transforms
654
 
655
   // if we want it, enable specular lighting
656
   d3ddev->SetRenderState (D3DRS_SPECULARENABLE, options.want_specularlighting);
657
 
658
   // turn on texture filtering if needed
659
   if (options.want_filtering)
660
   {
661
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, best_supported_filter);
662
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, best_supported_filter);
663
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
664
 
665
      // turn on fullscene antialiasing only if capable
5 pmbaty 666
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, is_fsaa_supported);
1 pmbaty 667
   }
668
   else
669
   {
670
      d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
671
      d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
672
      d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
673
 
674
      // turn off fullscene antialiasing
675
      d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, false);
676
   }
677
 
678
   /////////////////////////////////////////////////////////////
679
   // draw the background elements. No need for a Z buffer here.
680
 
681
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable depth testing
682
 
683
   // draw the background sprite, if any
684
   if (scene->background_spriteindex >= 0)
685
      Render_DrawSprite (&sprites[scene->background_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF);
686
 
687
   // draw the table border
688
   Render_DrawSceneObject (&scene->objects[0]);
689
   Render_DrawSceneObject (&scene->objects[1]);
690
 
691
   // draw the table and build the stencil buffer at the same time
692
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer (i.e. the "frame" for drawing table reflections)
693
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // instruct how to fill it
694
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); // instruct how to fill it
695
   Render_DrawSceneObject (&scene->objects[2]); // draw the table squares in the stencil buffer
696
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // finished drawing the stencil buffer
697
 
698
   d3ddev->SetRenderState (D3DRS_ZENABLE, true); // re-enable depth testing
699
 
700
   ////////////////////////////////////////////////////////////
701
   // draw the scene objects and their reflections on the table
702
 
703
   // start with the reflections if we want them, and if the table does it
704
   if (options.want_reflections && (theme->reflection_alpha > 0))
705
   {
706
      // build an array of reflected objects with their distances
707
      reflectedobjects = NULL;
708
      reflectedobject_count = 0;
709
      otherobjects = NULL;
710
      otherobject_count = 0;
711
 
712
      // cycle through all parts and see which ones need to be reflected
713
      for (object_index = 3; object_index < scene->object_count; object_index++)
714
      {
715
         sceneobject = &scene->objects[object_index]; // quick access to scene object
716
 
717
         // is this object a mesh AND it's above the ground ?
718
         if ((sceneobject->mesh_index != -1) && (sceneobject->z > 0))
719
         {
720
            // yes it is. It thus needs to be reflected, so add it to the list
721
            reflectedobjects = (reflectedobject_t *) SAFE_realloc (reflectedobjects, reflectedobject_count, reflectedobject_count + 1, sizeof (reflectedobject_t), false);
722
            reflectedobjects[reflectedobject_count].object = sceneobject; // save scene object
723
            reflectedobjects[reflectedobject_count].distance = DistanceToCamera (sceneobject->x, sceneobject->y, sceneobject->z);
724
            reflectedobject_count++; // we have now one object more to reflect
725
         }
726
         else
727
         {
728
            // no it's not. It doesn't need to be reflected, so add it to the other list
729
            otherobjects = (reflectedobject_t *) SAFE_realloc (otherobjects, otherobject_count, otherobject_count + 1, sizeof (reflectedobject_t), false);
730
            otherobjects[otherobject_count].object = sceneobject; // save scene object
731
            otherobjects[otherobject_count].distance = 0;
732
            otherobject_count++; // we have now one object more to reflect
733
         }
734
      }
735
 
736
      // now sort them from farthest to closest and draw them in this order
737
      qsort (reflectedobjects, reflectedobject_count, sizeof (reflectedobject_t), SortReflectedObjects);
738
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
739
         Render_DrawSceneObjectReflection (reflectedobjects[object_index].object); // draw the reflection
740
      for (object_index = 0; object_index < reflectedobject_count; object_index++)
741
         Render_DrawSceneObject (reflectedobjects[object_index].object); // and draw the objects afterwards
742
      for (object_index = 0; object_index < otherobject_count; object_index++)
743
         Render_DrawSceneObject (otherobjects[object_index].object); // finally, draw the non-reflected objects
744
 
745
      SAFE_free ((void **) &reflectedobjects); // and free the reflected objects array
746
      SAFE_free ((void **) &otherobjects); // and the non-reflected objects array
747
   }
748
   else
749
      for (object_index = 3; object_index < scene->object_count; object_index++)
750
         Render_DrawSceneObject (&scene->objects[object_index]); // else if no reflections, draw the objects, the Z-buffer will sort them
751
 
752
   // draw the overlay texture if required
753
   if (scene->overlay_spriteindex >= 0)
754
      Render_DrawSprite (&sprites[scene->overlay_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0x4F);
755
 
756
   ///////////////
757
   // draw the GUI
758
 
759
   // draw the arrows
760
   DRAW_BUTTON_IF_NEEDED (scene->gui.larrow); // left arrow
761
   DRAW_BUTTON_IF_NEEDED (scene->gui.rarrow); // right arrow
762
   DRAW_TEXT_IF_NEEDED (scene->gui.arrow_text); // arrow text
763
 
764
   if (want_framerate)
765
      Render_wprintf (initial_width - 10, 10, 62, ALIGN_RIGHT, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex, D3DCOLOR_RGBA (255, 255, 255, 255), NULL,
766
                      L"%d textures\n"
767
                      L"%d meshes\n"
768
                      L"%d fonts\n"
769
                      L"%d sprites\n"
770
                      L"%d fps", texture_count, mesh_count, font_count, sprite_count, framerate_value);
771
 
772
   // draw the other GUI buttons
773
   DRAW_BUTTON_IF_NEEDED (scene->gui.chatbutton); // chat button
774
   DRAW_BUTTON_IF_NEEDED (scene->gui.gamesbutton); // games button
775
   DRAW_BUTTON_IF_NEEDED (scene->gui.peoplebutton); // people button
776
 
777
   // does the parts pick line need to be displayed ?
778
   if (scene->gui.is_partspick_displayed)
779
   {
780
#define PARTSIZE_PCT (100.0f / 13.0f)
781
 
782
      if (scene->gui.partspick_selectedpart == 'P')      Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  0.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
783
      else if (scene->gui.partspick_selectedpart == 'R') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  1.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
784
      else if (scene->gui.partspick_selectedpart == 'N') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  2.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
785
      else if (scene->gui.partspick_selectedpart == 'B') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  3.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
786
      else if (scene->gui.partspick_selectedpart == 'Q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  4.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
787
      else if (scene->gui.partspick_selectedpart == 'K') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  5.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
788
      else if (scene->gui.partspick_selectedpart == ' ') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  6.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
789
      else if (scene->gui.partspick_selectedpart == 'k') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  7.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
790
      else if (scene->gui.partspick_selectedpart == 'q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  8.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
791
      else if (scene->gui.partspick_selectedpart == 'b') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  9.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
792
      else if (scene->gui.partspick_selectedpart == 'n') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 10.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
793
      else if (scene->gui.partspick_selectedpart == 'r') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 11.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
794
      else if (scene->gui.partspick_selectedpart == 'p') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 12.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
795
 
796
      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
797
      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
798
      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
799
      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
800
      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
801
      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
802
      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
803
      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
804
      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
805
      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
806
      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
807
      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
808
      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
809
 
810
#undef PARTSIZE_PCT
811
   }
812
 
813
   // draw GUI texts
814
   DRAW_TEXT_IF_NEEDED (scene->gui.comment_text); // move comments
815
   DRAW_TEXT_IF_NEEDED (scene->gui.history_text); // game history
816
   DRAW_TEXT_IF_NEEDED (scene->gui.clock_text); // game clock
817
 
818
   // draw the chatter channels text
819
   Render_GetTextBoundaries (-1, chat_fontindex, L"a", &rect);
820
   combined_height = rect.bottom; // get a string's height
821
 
822
   // cycle through all the chat strings...
823
   ccreply = NULL;
824
   for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
825
   {
826
      ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
827
      if ((ccreply->text[0] != 0) && (ccreply->arrival_time + 60.0f > current_time))
828
         break; // break at the first one that we should display
829
   }
830
 
831
   // have we some to display ?
832
   if (cchistory_index < scene->gui.cchistory_count)
833
   {
834
      // first, get the remaining text's combined height
835
      for (cchistory_index2 = cchistory_index; cchistory_index2 < scene->gui.cchistory_count; cchistory_index2++)
836
      {
837
         ccreply = &scene->gui.cchistory[cchistory_index2]; // quick access to CC reply
838
 
839
         combined_width = 10;
840
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, L"[] : ", &rect);
841
         combined_width += rect.right;
842
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->channelname, &rect);
843
         combined_width += rect.right;
844
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->nickname, &rect);
845
         combined_width += rect.right;
846
         Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->text, &rect);
847
         combined_height += rect.bottom; // add this string's height 
848
      }
849
 
850
      // now for each string remaining...
851
      for (; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
852
      {
853
         ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
854
         rect.right = 10;
855
         PRINT_CCREPLY (ccreply); // print CC reply on screen
856
         combined_height -= (rect.bottom - rect.top); // draw it from top of zone to bottom
857
      }
858
   }
859
 
860
   // are we online ?
861
   if (Player_FindByType (PLAYER_INTERNET) != NULL)
862
   {
863
      ccreply = &scene->gui.entered_ccreply;
864
      if (!scene->gui.is_entering_text)
865
         ccreply->color = RGBACOLOR_SETALPHA (ccreply->color, RGBACOLOR_ALPHA (ccreply->color) / 6); // if there's no text being entered, fade CC reply a lot
866
 
867
      rect.right = 10;
868
      PRINT_CCREPLY (ccreply); // print CC reply on screen
869
   }
870
 
871
   // print GUI texts
872
   DRAW_TEXT_IF_NEEDED (scene->gui.turn_text); // player turn's text
873
   DRAW_TEXT_IF_NEEDED (scene->gui.central_text); // central notification zone text
874
 
875
   // if needed, print the spinning wheel
876
   if (scene->gui.want_spinwheel)
877
      Render_DrawSprite (&sprites[spinner_spriteindex[(int) (10.0f * current_time) % 12]], 47.0f, 46.0f, 6.0f, 8.0f, 255);
878
 
879
   // are we in demo mode ? if so, display the program name as a watermark
14 pmbaty 880
   if (!is_registered)
18 pmbaty 881
      Render_wprintf (initial_width / 2, initial_height * 3 / 5, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex,
882
                      D3DCOLOR_RGBA (255, 255, 255, 255),
14 pmbaty 883
                      NULL, PROGRAM_NAME L"%s - " PROGRAM_URL L"\n- %d:%02d -", LOCALIZE (L"EvaluationMode"), (int) (DEMO_TIMEOUT - current_time) / 60, (int) (DEMO_TIMEOUT - current_time) % 60);
1 pmbaty 884
 
885
   // end 3D rendering on the back buffer
886
   //////////////////////////////////////
887
 
888
   d3ddev->EndScene (); // ends the 3D scene
889
   d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
890
 
891
   // update the frame rate
892
   if (framerate_time < current_time)
893
   {
894
      framerate_value = framerate_count;
895
      framerate_count = 0;
896
      framerate_time = current_time + 1.0f;
897
   }
898
   framerate_count++; // one frame more elapsed
899
 
900
   return; // finished
901
}
902
 
903
 
904
int Render_LoadMesh (const wchar_t *fmt, ...)
905
{
906
   // this function appends a new mesh in the global meshes buffer and returns its index
907
 
908
   static wchar_t meshfile_pathname[MAX_PATH];
909
   unsigned long hash;
910
   mesh_t *mesh;
911
   int mesh_index;
912
   va_list argptr;
913
 
914
   // concatenate all the arguments in one string
915
   va_start (argptr, fmt);
916
   wvsprintf (meshfile_pathname, fmt, argptr);
917
   va_end (argptr);
918
 
919
   // resolve wildcards and get content hash
920
   ResolveWildcard (meshfile_pathname, L".obj");
921
   hash = HashFile (meshfile_pathname);
922
 
923
   // now cycle through all our loaded meshes and see if it's already loaded
924
   for (mesh_index = 0; mesh_index < mesh_count; mesh_index++)
925
      if (meshes[mesh_index].hash == hash)
926
         return (mesh_index); // if we can find it, return its index so as not to load it twice
927
 
928
   // reallocate space to hold one mesh more
929
   meshes = (mesh_t *) SAFE_realloc (meshes, mesh_count, mesh_count + 1, sizeof (mesh_t), false);
930
   mesh = &meshes[mesh_count]; // quick access to the mesh we'll be working on
931
 
932
   // load the mesh
933
   if (!Render_LoadMesh_Obj (mesh, meshfile_pathname))
934
      return (-1); // bomb out on error
935
 
936
   mesh->hash = hash; // save the hash
937
   mesh_count++; // we know now one mesh more
938
   return (mesh_count - 1); // return its index
939
}
940
 
941
 
942
int Render_LoadTexture (const wchar_t *fmt, ...)
943
{
944
   // this function appends a new texture in the global textures buffer and returns its index
945
 
946
   D3DSURFACE_DESC texture_description;
947
   wchar_t texturefile_pathname[MAX_PATH];
948
   static wchar_t *filename;
949
   unsigned long hash;
950
   int texture_index;
951
   va_list argptr;
952
 
953
   // concatenate all the arguments in one string
954
   va_start (argptr, fmt);
955
   wvsprintf (texturefile_pathname, fmt, argptr);
956
   va_end (argptr);
957
 
958
   // resolve wildcards and get content hash
959
   ResolveWildcard (texturefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
960
   hash = HashFile (texturefile_pathname);
961
 
962
   // now cycle through all our loaded textures and see if it's already loaded
963
   for (texture_index = 0; texture_index < texture_count; texture_index++)
964
      if (textures[texture_index].hash == hash)
965
         return (texture_index); // if we can find it, return its index so as not to load it twice
966
 
967
   // reallocate space to hold one texture more
968
   textures = (texture_t *) SAFE_realloc (textures, texture_count, texture_count + 1, sizeof (texture_t), false);
969
 
970
   // ask Direct3D to prepare texture data
971
   if (FAILED (D3DXCreateTextureFromFile (d3ddev, texturefile_pathname, &textures[texture_count].texture)))
972
   {
973
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 974
      terminate_everything = true; // this is a fatal error
1 pmbaty 975
      return (-1); // bomb out on error
976
   }
977
 
978
   // get info on the newly loaded texture such as size etc.
979
   textures[texture_count].texture->GetLevelDesc (0, &texture_description);
980
   textures[texture_count].width = texture_description.Width; // save texture width (as loaded)
981
   textures[texture_count].height = texture_description.Height; // save texture height (as loaded)
982
   textures[texture_count].hash = hash; // save its hash
983
   texture_count++; // we know now one texture more
984
   return (texture_count - 1); // return its index
985
}
986
 
987
 
988
int Render_LoadFont (const wchar_t *font_name, int font_size, bool is_bold, bool is_italic)
989
{
990
   // this function appends a new font in the global fonts buffer and returns its index
991
 
992
   unsigned long pathname_hash;
993
   int font_index;
994
 
995
   // first, get the hash of the requested pathname (include font size and weight parameters)
996
   pathname_hash = HashString (font_name);
997
   pathname_hash += 3 * (unsigned long) font_size + 2 * (unsigned long) is_bold + (unsigned long) is_italic;
998
 
999
   // now cycle through all our loaded fonts and see if it's already loaded
1000
   for (font_index = 0; font_index < font_count; font_index++)
1001
      if (fonts[font_index].pathname_hash == pathname_hash)
1002
         return (font_index); // if we can find it, return its index so as not to load it twice
1003
 
1004
   // reallocate space to hold one font more
1005
   fonts = (font_t *) SAFE_realloc (fonts, font_count, font_count + 1, sizeof (font_t), false);
1006
 
1007
   // create a Direct3D font object and record font data
1008
   if (FAILED (D3DXCreateFont (d3ddev, font_size, // font height
12 pmbaty 1009
                               2 * font_size / 5, // font width
1 pmbaty 1010
                               (is_bold ? FW_BOLD : FW_NORMAL), // font weight (bold, etc)
1011
                               0, // miplevels
1012
                               is_italic, // is italic
1013
                               DEFAULT_CHARSET, // charset
1014
                               OUT_DEFAULT_PRECIS, // precision
1015
                               CLEARTYPE_QUALITY, // font quality (antialiased or not)
1016
                               DEFAULT_PITCH | FF_DONTCARE, // font family
1017
                               font_name, // font name
1018
                               &fonts[font_count].font))) // and a pointer that will receive the font
1019
   {
1020
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddFontD3DXCreateFontFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 1021
      terminate_everything = true; // this is a fatal error
1 pmbaty 1022
      return (-1); // bomb out on error
1023
   }
1024
 
1025
   fonts[font_count].pathname_hash = pathname_hash; // save its hash
1026
   font_count++; // we know now one font more
1027
   return (font_count - 1); // return its index
1028
}
1029
 
1030
 
1031
int Render_LoadSprite (const wchar_t *fmt, ...)
1032
{
1033
   // this function appends a new sprite in the global sprites buffer and returns its index
1034
 
1035
   wchar_t spritefile_pathname[MAX_PATH];
1036
   unsigned long hash;
1037
   int sprite_index;
1038
   va_list argptr;
1039
 
1040
   // concatenate all the arguments in one string
1041
   va_start (argptr, fmt);
1042
   wvsprintf (spritefile_pathname, fmt, argptr);
1043
   va_end (argptr);
1044
 
1045
   // resolve wildcards and get content hash
1046
   ResolveWildcard (spritefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
1047
   hash = HashFile (spritefile_pathname);
1048
 
1049
   // now cycle through all our loaded sprites and see if it's already loaded
1050
   for (sprite_index = 0; sprite_index < sprite_count; sprite_index++)
1051
      if (sprites[sprite_index].hash == hash)
1052
         return (sprite_index); // if we can find it, return its index so as not to load it twice
1053
 
1054
   // reallocate space to hold one sprite more
1055
   sprites = (sprite_t *) SAFE_realloc (sprites, sprite_count, sprite_count + 1, sizeof (sprite_t), false);
1056
 
1057
   // ask Direct3D to prepare texture data
1058
   if (FAILED (D3DXCreateSprite (d3ddev, &sprites[sprite_count].sprite)))
1059
   {
1060
      MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
11 pmbaty 1061
      terminate_everything = true; // this is a fatal error
1 pmbaty 1062
      return (-1); // bomb out on error
1063
   }
1064
   sprites[sprite_count].texture_index = Render_LoadTexture (spritefile_pathname); // register and save sprite texture
1065
   sprites[sprite_count].hash = hash; // save its hash
1066
 
1067
   sprite_count++; // we know now one sprite more
1068
   return (sprite_count - 1); // return its index
1069
}
1070
 
1071
 
1072
int Render_MaterialIndexOf (const wchar_t *material_name)
1073
{
1074
   // this function returns the index of the material in the global materials array which has the specified name
1075
 
1076
   int material_index;
1077
 
1078
   // cycle through all materials and look whether one with the specified name exists
1079
   for (material_index = 0; material_index < material_count; material_index++)
1080
      if (_wcsicmp (materials[material_index].name, material_name) == 0)
1081
         return (material_index); // if we find one, return its index
1082
 
1083
   return (material_count - 1); // else return the index of the last material in list, which is the default material
1084
}
1085
 
1086
 
1087
void Render_MouseToFloor (short mouse_x, short mouse_y, float *floor_x, float *floor_y)
1088
{
1089
   // this function converts a mouse coordinates into floor coordinates by doing vector
1090
   // projection on the floor plane from the eyepoint of the camera
1091
 
1092
   static D3DXPLANE floor_plane;
1093
   static bool is_planefound = false;
1094
 
1095
   D3DXMATRIX projection_matrix;
1096
   D3DXMATRIX view_matrix;
1097
   D3DXMATRIX invertedview_matrix;
1098
   float mouse_pitch;
1099
   float mouse_yaw;
1100
   vector_t v_lookat;
1101
   vector_t v_intersection;
1102
 
1103
   // find the floor plane (only do it once)
1104
   if (!is_planefound)
1105
   {
1106
      D3DXPlaneFromPointNormal (&floor_plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1107
      is_planefound = true; // once and for all, as this plane will never change
1108
   }
1109
 
1110
   // get the current projection and view matrices, and invert the view matrix
1111
   d3ddev->GetTransform (D3DTS_PROJECTION, &projection_matrix);
1112
   d3ddev->GetTransform (D3DTS_VIEW, &view_matrix);
1113
   D3DXMatrixInverse (&invertedview_matrix, NULL, &view_matrix);
1114
 
1115
   // convert the mouse coordinates to relative pitch and yaw
1116
   mouse_pitch =  (((mouse_x * 2.0f) / current_width) - 1) / projection_matrix._11;
1117
   mouse_yaw = -(((mouse_y * 2.0f) / current_height) - 1) / projection_matrix._22;
1118
 
1119
   // now build a matrix that will describe the mouse direction vector, add it to the camera position, and make it 200 times longer
1120
   v_lookat.x = camera_position.x + (mouse_pitch * invertedview_matrix._11 + mouse_yaw * invertedview_matrix._21 + invertedview_matrix._31) * 200.0f;
1121
   v_lookat.y = camera_position.y + (mouse_pitch * invertedview_matrix._12 + mouse_yaw * invertedview_matrix._22 + invertedview_matrix._32) * 200.0f;
1122
   v_lookat.z = camera_position.z + (mouse_pitch * invertedview_matrix._13 + mouse_yaw * invertedview_matrix._23 + invertedview_matrix._33) * 200.0f;
1123
 
1124
   // and the intersection point with our ray
1125
   D3DXPlaneIntersectLine ((D3DXVECTOR3 *) &v_intersection, &floor_plane, (D3DXVECTOR3 *) &camera_position, (D3DXVECTOR3 *) &v_lookat);
1126
 
1127
   // now fill the return values
1128
   *floor_x = v_intersection.x;
1129
   *floor_y = v_intersection.y;
1130
 
1131
   return; // finished
1132
}
1133
 
1134
 
1135
bool Render_IsMouseInBox (short mouse_x, short mouse_y, float x_percent, float y_percent, float width_percent, float height_percent)
1136
{
1137
   // helper function that returns whether the mouse coordinates are inside a given square
1138
 
1139
   float mousex_percent;
1140
   float mousey_percent;
1141
 
1142
   // compute mouse coordinates in percents
1143
   mousex_percent = (float) (mouse_x * 100) / current_width;
1144
   mousey_percent = (float) (mouse_y * 100) / current_height;
1145
 
1146
   return ((mousex_percent >= x_percent) && (mousex_percent <= x_percent + width_percent)
1147
           && (mousey_percent >= y_percent) && (mousey_percent <= y_percent + height_percent));
1148
}
1149
 
1150
 
1151
static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname)
1152
{
1153
   // this function loads a mesh from a Wavefront Object file (.obj)
1154
 
1155
   #define OBJ_INCREASE_OR_RESIZE(count,maxcount,increment,arrayptr,type,erase) { \
1156
      (count)++; \
1157
      if ((count) == (maxcount)) \
1158
      { \
1159
         (arrayptr) = (type *) SAFE_realloc ((arrayptr), (maxcount), (maxcount) + (increment), sizeof (type), erase); \
1160
         (maxcount) += (increment); \
1161
      } \
1162
   }
1163
   #define OBJ_CONVERT_INDEX(element,current_element_count) if ((element) < 0) (element) = (current_element_count) + (element); else (element)--;
1164
   #define OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX(uniquevertex) \
1165
   { \
1166
      hash = &hashtable[*((unsigned long *) &obj.vs[(uniquevertex).iv].x) & 0xFF]; \
1167
      for (vertex_index = 0; vertex_index < hash->count; vertex_index++) \
1168
         if ((memcmp (&vertices[hash->indices[vertex_index]].position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)) == 0) \
1169
             && (memcmp (&vertices[hash->indices[vertex_index]].normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)) == 0) \
1170
             && (memcmp (&vertices[hash->indices[vertex_index]].texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)) == 0)) \
1171
            break; \
1172
      if (vertex_index == hash->count) \
1173
      { \
1174
         vertex_index = mesh->vertice_count; \
1175
         current_vertex = &vertices[vertex_index]; \
1176
         memset (current_vertex, 0, sizeof (vertex_t)); \
1177
         memcpy (&current_vertex->position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)); \
1178
         if ((uniquevertex).in > -1) \
1179
            memcpy (&current_vertex->normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)); \
1180
         if ((uniquevertex).itc > -1) \
1181
            memcpy (&current_vertex->texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)); \
1182
         hash = &hashtable[*((unsigned long *) &current_vertex->normal.x) & 0xFF]; \
1183
         hash->indices = (long *) SAFE_realloc (hash->indices, hash->count, hash->count + 1, sizeof (long), false); \
1184
         hash->indices[hash->count] = vertex_index; \
1185
         hash->count++; \
1186
         mesh->vertice_count++; \
1187
      } \
1188
      else \
1189
         vertex_index = hash->indices[vertex_index]; \
1190
   }
1191
 
1192
   typedef struct obj_uniquevertex_s { long iv, in, itc; } obj_uniquevertex_t;
1193
   typedef struct obj_face_s { obj_uniquevertex_t v1, v2, v3; } obj_face_t;
1194
   typedef struct obj_hashbucket_s { int count; long *indices; /* mallocated */ } obj_hashbucket_t;
1195
   typedef struct objfile_s
1196
   {
1197
      vector_t *vs; long v_count; long v_maxcount; // array mallocated to v_maxcount
1198
      vector_t *ns; long n_count; long n_maxcount; // array mallocated to n_maxcount
1199
      texcoord_t *tcs; long tc_count; long tc_maxcount; // array mallocated to tc_maxcount
1200
      obj_face_t *fs; long f_count; long f_maxcount; // array mallocated to f_maxcount
1201
   } objfile_t;
1202
 
1203
   static obj_hashbucket_t hashtable[256];
1204
   objfile_t obj;
1205
   obj_hashbucket_t *hash;
1206
   obj_face_t *f;
1207
   vertex_t *vertices; // mallocated
1208
   unsigned long *indices; // mallocated
1209
   vertex_t *current_vertex;
81 pmbaty 1210
   unsigned long file_size;
1 pmbaty 1211
   char *filedata; // mallocated
1212
   char *fileptr;
1213
   int vertex_index;
1214
   int array_index;
1215
   void *ptr_to;
1216
   FILE *fp;
1217
 
1218
   // open the mesh file and read it as a whole
1219
   _wfopen_s (&fp, objfile_pathname, L"rb");
1220
   if (fp == NULL)
1221
      return (false); // bomb out on error
81 pmbaty 1222
   fseek (fp, 0, SEEK_END); // seek at end of file...
1223
   file_size = ftell (fp); // ...read file length...
1224
   fseek (fp, 0, SEEK_SET); // and rewind
1225
   filedata = (char *) SAFE_malloc (file_size, sizeof (char), false); // mallocate space for data
1226
   fread (filedata, file_size, 1, fp); // read file as a whole
1 pmbaty 1227
   fclose (fp); // file is read, close it
1228
 
1229
   // allocate space for an arbitrary amount of vertices, texture coordinates, normals and faces
1230
   memset (&obj, 0, sizeof (obj));
1231
   obj.v_maxcount = 10000; obj.vs = (vector_t *) SAFE_malloc (obj.v_maxcount, sizeof (vector_t), false);
1232
   obj.n_maxcount = 10000; obj.ns = (vector_t *) SAFE_malloc (obj.n_maxcount, sizeof (vector_t), false);
1233
   obj.tc_maxcount = 10000; obj.tcs = (texcoord_t *) SAFE_malloc (obj.tc_maxcount, sizeof (texcoord_t), false);
1234
   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 !)
1235
 
1236
   // read file line per line...
1237
   fileptr = filedata - 1; // start parsing line after line
1238
   while (fileptr != NULL)
1239
   {
1240
      fileptr++; // skip the line feed (or reach the first character, if it's the first pass)
1241
 
1242
      // is it a vertex-related line ?
1243
      if (fileptr[0] == L'v')
1244
      {
1245
         // is it a vertex, a normal or a texture coordinate ?
1246
         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))
1247
            OBJ_INCREASE_OR_RESIZE (obj.v_count, obj.v_maxcount, 10000, obj.vs, vector_t, false) // one vertex more has been read
1248
         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))
1249
            OBJ_INCREASE_OR_RESIZE (obj.n_count, obj.n_maxcount, 10000, obj.ns, vector_t, false) // one normal more has been read
1250
         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))
1251
            OBJ_INCREASE_OR_RESIZE (obj.tc_count, obj.tc_maxcount, 10000, obj.tcs, texcoord_t, false) // one texture coordinate more has been read
1252
      }
1253
 
1254
      // else is it a face-related line ?
1255
      else if (fileptr[0] == L'f')
1256
      {
1257
         // get a quick pointer to current face (note: it's been already blanked out by malloc())
1258
         f = &obj.fs[obj.f_count];
1259
 
1260
         // is it a face with normals, a face without normals or a face without normals and texture coordinates ?
1261
         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)
1262
             || (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)
1263
             || (sscanf_s (&fileptr[2], "%d %d %d", &f->v3.iv, &f->v2.iv, &f->v3.iv) == 6))
1264
         {
1265
            OBJ_CONVERT_INDEX (f->v1.iv, obj.v_count);
1266
            OBJ_CONVERT_INDEX (f->v1.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1267
            OBJ_CONVERT_INDEX (f->v1.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1268
            OBJ_CONVERT_INDEX (f->v2.iv, obj.v_count);
1269
            OBJ_CONVERT_INDEX (f->v2.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1270
            OBJ_CONVERT_INDEX (f->v2.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1271
            OBJ_CONVERT_INDEX (f->v3.iv, obj.v_count);
1272
            OBJ_CONVERT_INDEX (f->v3.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
1273
            OBJ_CONVERT_INDEX (f->v3.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
1274
            OBJ_INCREASE_OR_RESIZE (obj.f_count, obj.f_maxcount, 5000, obj.fs, obj_face_t, true) // one face more has been read
1275
         }
1276
      }
1277
 
1278
      fileptr = strchr (fileptr, '\n'); // proceed to next line
1279
   }
1280
 
1281
   // now build our final vertex and index list
1282
   vertices = (vertex_t *) SAFE_malloc (3 * obj.f_count, sizeof (vertex_t), false); // mallocate for the max number of vertices we can have
1283
   indices = (unsigned long *) SAFE_malloc (3 * obj.f_count, sizeof (unsigned long), false); // mallocate for the right amount of indices
1284
 
1285
   // t3h mighty l00p ^^ (builds vertex and index buffers)
1286
   memset (hashtable, 0, sizeof (hashtable)); // wipe out the hashtable
1287
   mesh->vertice_count = 0; // start with an unoptimized list
1288
   for (array_index = 0; array_index < obj.f_count; array_index++)
1289
   {
1290
      f = &obj.fs[array_index]; // quick access to current face
1291
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v1);
1292
      indices[3 * array_index + 0] = vertex_index;
1293
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v2);
1294
      indices[3 * array_index + 1] = vertex_index;
1295
      OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v3);
1296
      indices[3 * array_index + 2] = vertex_index;
1297
   }
1298
 
1299
   // now create a correctly-sized DirectX vertex buffer and populate it
1300
   mesh->vertex_format = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
1301
   mesh->vertice_size = sizeof (vertex_t);
1302
   d3ddev->CreateVertexBuffer (mesh->vertice_count * mesh->vertice_size, // length
1303
                               D3DUSAGE_DYNAMIC, // usage
1304
                               mesh->vertex_format, // vertex format
1305
                               D3DPOOL_DEFAULT, // pool type
1306
                               &mesh->d3dvertices, // pointer to the vertex buffer pointer
1307
                               NULL); // shared handle
1308
   mesh->d3dvertices->Lock (0, mesh->vertice_count * mesh->vertice_size, &ptr_to, D3DLOCK_DISCARD);
1309
   memcpy (ptr_to, vertices, mesh->vertice_count * mesh->vertice_size);
1310
   mesh->d3dvertices->Unlock ();
1311
 
1312
   // create a correctly-sized DirectX index buffer and populate it
1313
   mesh->is_indexed = true; // remember that we're building an index buffer
1314
   mesh->indice_count = obj.f_count * 3;
1315
   mesh->indice_size = (mesh->indice_count <= (int) USHRT_MAX ? 2 : 4);
1316
   d3ddev->CreateIndexBuffer (mesh->indice_count * mesh->indice_size, // length
1317
                              D3DUSAGE_DYNAMIC, // usage
1318
                              (mesh->indice_size == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32), // format (here, 16 or 32-bit)
1319
                              D3DPOOL_DEFAULT, // pool type
1320
                              &mesh->d3dindices, // pointer to the index buffer pointer
1321
                              NULL); // shared handle
1322
   mesh->d3dindices->Lock (0, mesh->indice_count * mesh->indice_size, &ptr_to, D3DLOCK_DISCARD);
1323
   if (mesh->indice_size == 2)
1324
      for (array_index = 0; array_index < mesh->indice_count; array_index++)
1325
         ((unsigned short *) ptr_to)[array_index] = (unsigned short) indices[array_index];
1326
   else
1327
      memcpy (ptr_to, indices, mesh->indice_count * mesh->indice_size);
1328
   mesh->d3dindices->Unlock ();
1329
 
1330
   // finished, free the temporary objects
1331
   for (array_index = 0; array_index < sizeof (hashtable) / sizeof (obj_hashbucket_t); array_index++)
1332
      SAFE_free ((void **) &hashtable[array_index].indices);
1333
   SAFE_free ((void **) &indices);
1334
   SAFE_free ((void **) &vertices);
1335
   SAFE_free ((void **) &obj.vs);
1336
   SAFE_free ((void **) &obj.ns);
1337
   SAFE_free ((void **) &obj.tcs);
1338
   SAFE_free ((void **) &obj.fs);
1339
   SAFE_free ((void **) &filedata);
1340
 
1341
   return (true); // Wavefront Object successfully loaded, return TRUE
1342
 
1343
   #undef OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX
1344
   #undef OBJ_CONVERT_INDEX
1345
   #undef OBJ_INCREASE_OR_RESIZE
1346
}
1347
 
1348
 
1349
static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject)
1350
{
1351
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1352
 
1353
   D3DXMATRIX rotation_matrix;
1354
   D3DXMATRIX translation_matrix;
1355
   D3DXMATRIX reflect_matrix;
1356
   D3DXMATRIX scaling_matrix;
1357
   material_t *material;
1358
   D3DMATERIAL9 d3dmaterial;
1359
   D3DXPLANE plane;
1360
   mesh_t *mesh;
1361
   mesh_t *tile_mesh;
1362
   float alpha;
1363
 
1364
   // draw the reflection below this mesh
1365
 
1366
   // quick access to meshes
1367
   mesh = &meshes[sceneobject->mesh_index];
1368
   tile_mesh = &meshes[theme->tile_meshindex];
1369
 
1370
   // set the world transform at location
1371
   D3DXPlaneFromPointNormal (&plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
1372
   D3DXMatrixReflect (&reflect_matrix, &plane);
1373
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, -sceneobject->pitch * TO_RADIANS, 0.0f, -sceneobject->yaw * TO_RADIANS);
1374
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, -sceneobject->z);
1375
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1376
 
1377
   // tell Direct3D about our matrix
1378
   d3ddev->SetTransform (D3DTS_WORLD, &(reflect_matrix * scaling_matrix * rotation_matrix * translation_matrix));
1379
 
1380
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer
1381
   d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_LESS); // instruct how to fill the stencil buffer
1382
   d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); // instruct how to fill the stencil buffer
1383
 
1384
   // set the texture for this mesh
1385
   if (sceneobject->texture_index != -1)
1386
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1387
   else
1388
      d3ddev->SetTexture (0, NULL);
1389
 
1390
   // adjust the light reflection properties by setting the material
1391
   if (sceneobject->material_index != -1)
1392
      material = &materials[sceneobject->material_index]; // use the specified scene object material
1393
   else
1394
      material = &materials[material_count - 1]; // scene object material unspecified, use default material
1395
   alpha = theme->reflection_alpha / 256.0f;
1396
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency * alpha); // Alpha value not used according to SDK
1397
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency * alpha);
1398
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency * alpha); // Alpha value not used according to SDK
1399
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency * alpha); // Alpha value not used according to SDK
1400
   d3dmaterial.Power = material->shininess;
1401
   d3ddev->SetMaterial (&d3dmaterial);
1402
 
1403
   // draw the mesh subset
1404
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1405
   d3ddev->SetFVF (mesh->vertex_format);
1406
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1407
   if (mesh->is_indexed)
1408
   {
1409
      d3ddev->SetIndices (mesh->d3dindices);
1410
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1411
   }
1412
   else
1413
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1414
 
1415
   d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // and disable the stencil buffer
1416
 
1417
   // now draw the simple shadow below this mesh
1418
 
1419
   // grab the tools we need in hand
1420
   d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable the Z buffer
1421
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB (255, 255, 255)); // raise ambient light
1422
 
1423
   // position the simple shadow sprite
1424
   D3DXMatrixScaling (&scaling_matrix, max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), 0.0f);
1425
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, 0.0f);
1426
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * translation_matrix));
1427
 
1428
   // adjust the light reflection properties by setting the material
1429
   material = &materials[material_count - 1]; // use the default material
1430
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1431
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1432
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1433
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1434
   d3dmaterial.Power = material->shininess;
1435
   d3ddev->SetMaterial (&d3dmaterial);
1436
 
1437
   d3ddev->SetTexture (0, textures[theme->shadow_textureindex].texture); // select the texture we want
1438
 
1439
   // and then draw it
1440
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1441
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1442
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
1443
   if (tile_mesh->is_indexed)
1444
   {
1445
      d3ddev->SetIndices (tile_mesh->d3dindices);
1446
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1447
   }
1448
   else
1449
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1450
 
1451
   // finished, reset ambient light to its previous value and enable the Z buffer back
1452
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1453
   d3ddev->SetRenderState (D3DRS_ZENABLE, true);
1454
 
1455
   return; // finished
1456
}
1457
 
1458
 
1459
static void Render_DrawSceneObject (sceneobject_t *sceneobject)
1460
{
1461
   // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
1462
 
1463
   D3DXMATRIX rotation_matrix;
1464
   D3DXMATRIX translation_matrix;
1465
   D3DXMATRIX scaling_matrix;
1466
   material_t *material;
1467
   D3DMATERIAL9 d3dmaterial;
1468
   mesh_t *mesh;
1469
 
1470
   // is this object a tile (i.e, it has no mesh) ?
1471
   if (sceneobject->mesh_index == -1)
1472
   {
1473
      Render_DrawSceneTile (sceneobject); // then draw it as a tile instead
1474
      return; // and return
1475
   }
1476
 
1477
   // quick access to mesh
1478
   mesh = &meshes[sceneobject->mesh_index];
1479
 
1480
   // set the world transform at location
1481
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1482
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1483
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1484
 
1485
   // tell Direct3D about our matrix
1486
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1487
 
1488
   // set the texture for this mesh
1489
   if (sceneobject->texture_index != -1)
1490
      d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1491
   else
1492
      d3ddev->SetTexture (0, NULL);
1493
 
1494
   // adjust the light reflection properties by setting the material
1495
   if (sceneobject->material_index != -1)
1496
      material = &materials[sceneobject->material_index];
1497
   else
1498
      material = &materials[material_count - 1];
1499
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
1500
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
1501
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
1502
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
1503
   d3dmaterial.Power = material->shininess;
1504
   d3ddev->SetMaterial (&d3dmaterial);
1505
 
1506
   // draw the mesh subset
1507
   d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
1508
   d3ddev->SetFVF (mesh->vertex_format);
1509
 
1510
   // is there transparency on this mesh ?
1511
   if (material->transparency < 1)
1512
   {
1513
      d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1514
      if (mesh->is_indexed)
1515
      {
1516
         d3ddev->SetIndices (mesh->d3dindices);
1517
         d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1518
      }
1519
      else
1520
         d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1521
   }
1522
 
1523
   // now draw the front faces
1524
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CCW); // draw the front faces
1525
   if (mesh->is_indexed)
1526
   {
1527
      d3ddev->SetIndices (mesh->d3dindices);
1528
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
1529
   }
1530
   else
1531
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
1532
 
1533
   return; // finished
1534
}
1535
 
1536
 
1537
static void Render_DrawSceneTile (sceneobject_t *sceneobject)
1538
{
1539
   // fast helper to draw a tile (i.e, an object that doesn't have a mesh) at a specified location
1540
 
1541
   D3DXMATRIX rotation_matrix;
1542
   D3DXMATRIX translation_matrix;
1543
   D3DXMATRIX scaling_matrix;
1544
   material_t *material;
1545
   D3DMATERIAL9 d3dmaterial;
1546
   mesh_t *tile_mesh;
1547
 
1548
   tile_mesh = &meshes[theme->tile_meshindex]; // quick access to tile mesh
1549
 
1550
   // grab the tools we need in hand
1551
   d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_RGBA (0xFF, 0xFF, 0xFF, 0xFF)); // raise light
1552
 
1553
   // set the world transform at location
1554
   D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
1555
   D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
1556
   D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
1557
 
1558
   // tell Direct3D about our matrix
1559
   d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
1560
 
1561
   // adjust the light reflection properties by setting the material
1562
   material = &materials[material_count - 1]; // use the default material for tiles
1563
   d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->ambient);
1564
   d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->diffuse);
1565
   d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->emissive);
1566
   d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->specular);
1567
   d3dmaterial.Power = material->shininess;
1568
   d3ddev->SetMaterial (&d3dmaterial);
1569
 
1570
   // select the texture we want
1571
   d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
1572
 
1573
   // and then draw it
1574
   d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
1575
   d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
1576
   d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
1577
   if (tile_mesh->is_indexed)
1578
   {
1579
      d3ddev->SetIndices (tile_mesh->d3dindices);
1580
      d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
1581
   }
1582
   else
1583
      d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
1584
 
1585
   // finished, reset ambient light to its previous value
1586
   d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
1587
 
1588
   return; // finished
1589
}
1590
 
1591
 
1592
static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha)
1593
{
1594
   // fast helper to draw a sprite at a specified location with certain parameters
1595
 
1596
   D3DXMATRIX scaling_matrix;
1597
   texture_t *texture;
1598
   float scale_x;
1599
   float scale_y;
1600
 
1601
   texture = &textures[sprite->texture_index]; // quick access to sprite's texture
1602
 
1603
   scale_x = (width_percent * (float) initial_width) / (float) (100 * texture->width);
1604
   scale_y = (height_percent * (float) initial_height) / (float) (100 * texture->height);
1605
 
1606
   // start rendering the sprite (an optimized version would draw all sprites in a row...)
1607
   sprite->sprite->Begin (D3DXSPRITE_ALPHABLEND);
1608
 
1609
   // scale and position the sprite
1610
   D3DXMatrixTransformation2D (&scaling_matrix, // output matrix
1611
                               NULL, // scaling center
1612
                               0.0f, // scaling rotation
1613
                               &D3DXVECTOR2 (scale_x, scale_y), // scaling ratio
1614
                               &D3DXVECTOR2 (0, 0), // rotation center
1615
                               0.0f, // rotation
1616
                               &D3DXVECTOR2 (x_percent * (float) initial_width / 100.0f, y_percent * (float) initial_height / 100.0f)); // translation
1617
   sprite->sprite->SetTransform (&scaling_matrix); // tell the sprite about the scaling and position transform
1618
 
1619
   // now draw the sprite with the specified alpha and finish rendering
1620
   sprite->sprite->Draw (texture->texture, NULL, NULL, NULL, D3DCOLOR_ARGB (alpha, 255, 255, 255));
1621
   sprite->sprite->End ();
1622
 
1623
   return; // finished
1624
}
1625
 
1626
 
1627
static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect)
1628
{
1629
   // this function computes and returns the size of the rectangle the specified text will fit into. Note that text may be modified
1630
   // to insert new lines if it doesn't fit in a single line.
1631
 
1632
   int char_index;
1633
   int length;
1634
   int optimal_length;
1635
   bool have_split;
1636
 
1637
   // blank out the output rectangle
1638
   memset (rect, 0, sizeof (RECT));
1639
 
1640
   // ask direct3D to compute the text size a first time
1641
   fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1642
 
1643
   // if max width is not set, set it to viewport width
1644
   if (max_width < 0)
1645
      max_width = initial_width; // then use it to compute the real max width
1646
 
1647
   // do we need more than one line ?
1648
   if (rect->right > max_width)
1649
   {
1650
      // see how many lines we need and compute the optimal length of one line
1651
      length = wcslen (text);
1652
      optimal_length = length / (1 + rect->right / (int) max_width);
1653
      have_split = false;
1654
      for (char_index = optimal_length; char_index < length; char_index++)
1655
         if (iswspace (text[char_index]))
1656
         {
1657
            text[char_index] = L'\n'; // interpolate linefeeds into string
1658
            have_split = true; // remember string has been split
1659
            char_index += optimal_length;
1660
         }
1661
 
1662
      // and ask direct3D to compute the text size again
1663
      fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
1664
   }
1665
 
1666
   return; // finished
1667
}
1668
 
1669
 
1670
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, ...)
1671
{
1672
   // this function displays text on the Direct3D interface according to the given parameters. X and Y are the base coordinates of
1673
   // the text's bounding rectangle. Max_width is the maximum allowed width of this rectangle before wrapping words on a new line.
1674
   // Horiz_align and vert_align are the alignment parameters of the RECTANGLE relatively to X and Y. Text_align is the alignment of
1675
   // the TEXT inside this rectangle (meaning, you can have right-aligned text in a rectangle that is centered on a point). Font_id
1676
   // 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
1677
   // bounding rectangle, after any word wrapping corrections have been made. Fmt is a format string containing the text itself,
1678
   // printf-style.
1679
 
1680
   va_list argptr;
1681
   RECT rect;
1682
   int left;
1683
   int top;
1684
 
1685
   // concatenate all the arguments in one string
1686
   va_start (argptr, fmt);
1687
   wvsprintf (printf_buffer, fmt, argptr);
1688
   va_end (argptr);
1689
 
1690
   // get the text boundaries
1691
   Render_GetTextBoundaries (max_width, font_id, printf_buffer, &rect);
1692
 
1693
   // horizontal alignment
1694
   if (horiz_align == ALIGN_LEFT)
1695
      left = x;
1696
   else if (horiz_align == ALIGN_RIGHT)
1697
      left = x - rect.right;
1698
   else
1699
      left = x - rect.right / 2;
1700
 
1701
   // vertical alignment
1702
   if (vert_align == ALIGN_TOP)
1703
      top = y;
1704
   else if (vert_align == ALIGN_BOTTOM)
1705
      top = y - rect.bottom;
1706
   else
1707
      top = y - rect.bottom / 2;
1708
 
1709
   // now reposition our rectangle correctly acording to alignment
1710
   OffsetRect (&rect, left, top);
1711
 
1712
   // and draw the text
1713
   if (text_align == ALIGN_LEFT)
1714
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_LEFT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1715
   else if (horiz_align == ALIGN_RIGHT)
1716
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_RIGHT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1717
   else
1718
      fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_CENTER, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
1719
 
1720
   // do we want the output rectangle ?
1721
   if (out_rect != NULL)
1722
      memcpy (out_rect, &rect, sizeof (rect)); // if so, copy it in the given variable
1723
 
1724
   return; // finished
1725
}
1726
 
1727
 
1728
static float DistanceToCamera (float x, float y, float z)
1729
{
1730
   // this function computes the distance of the point at coordinates x,y,z to the camera
1731
 
1732
   vector_t displacement;
1733
 
1734
   // compute displacement...
1735
   displacement.x = x - camera_position.x;
1736
   displacement.y = y - camera_position.y;
1737
   displacement.z = z - camera_position.z;
1738
 
1739
   // ...and then Pythagores in 3D
1740
   return (sqrtf (displacement.x * displacement.x + displacement.y * displacement.y + displacement.z * displacement.z));
1741
}
1742
 
1743
 
1744
static float FadeFloat (float from, float to, float start_time, float end_time)
1745
{
1746
   // helper function to return a progressive variation between from and to based on time
1747
 
1748
   if (end_time < current_time)
1749
      return (to);
1750
 
1751
   //      base + (variation) * (               fraction of completion               )
1752
   return (from + (to - from) * (current_time - start_time) / (end_time - start_time));
1753
}
1754
 
1755
 
1756
static unsigned long HashString (const wchar_t *string_buffer)
1757
{
1758
   // super fast string hash function, code courtesy of
1759
   // http://www.azillionmonkeys.com/qed/hash.html
1760
 
1761
   unsigned long length;
1762
   unsigned long hash;
1763
   unsigned long tmp;
1764
   int remaining;
1765
 
1766
   // first, get the string length and start with this as a hash value
1767
   length = wcslen (string_buffer) * sizeof (wchar_t);
1768
   hash = length;
1769
 
1770
   // figure out how many bytes there will remain after 32-bit processing
1771
   remaining = length & 3;
1772
   length >>= 2;
1773
 
1774
   // main loop, process 32-bit blocks
1775
   for ( ; length > 0; length--)
1776
   {
1777
      hash += *((const unsigned short *) string_buffer);
1778
      tmp = ((*((const unsigned short *) (string_buffer + 2))) << 11) ^ hash;
1779
      hash = (hash << 16) ^ tmp;
1780
      string_buffer += 2 * sizeof (unsigned short);
1781
      hash += hash >> 11;
1782
   }
1783
 
1784
   // handle the remaining bytes
1785
   if (remaining == 3)
1786
   {
1787
      hash += *((const unsigned short *) string_buffer);
1788
      hash ^= hash << 16;
1789
      hash ^= string_buffer[sizeof (unsigned short)] << 18;
1790
      hash += hash >> 11;
1791
   }
1792
   else if (remaining == 2)
1793
   {
1794
      hash += *((const unsigned short *) string_buffer);
1795
      hash ^= hash << 11;
1796
      hash += hash >> 17;
1797
   }
1798
   else if (remaining == 1)
1799
   {
1800
      hash += *string_buffer;
1801
      hash ^= hash << 10;
1802
      hash += hash >> 1;
1803
   }
1804
 
1805
   // force "avalanching" of final 127 bits
1806
   hash ^= hash << 3;
1807
   hash += hash >> 5;
1808
   hash ^= hash << 4;
1809
   hash += hash >> 17;
1810
   hash ^= hash << 25;
1811
   hash += hash >> 6;
1812
 
1813
   return (hash); // finished, return the hash value
1814
}
1815
 
1816
 
1817
static unsigned long HashFile (const wchar_t *file_pathname)
1818
{
1819
   // super fast file content pseudo-hash function
1820
 
1821
   unsigned short value;
81 pmbaty 1822
   unsigned long file_size;
1 pmbaty 1823
   FILE *fp;
1824
 
1825
   // open the file
1826
   _wfopen_s (&fp, file_pathname, L"rb");
1827
   if (fp == NULL)
1828
      return ((unsigned long) time (NULL)); // if file can't be open, return a random number
1829
 
81 pmbaty 1830
   // seek at end of file, read file size, and rewind
1831
   fseek (fp, 0, SEEK_END);
1832
   file_size = ftell (fp);
1833
   fseek (fp, 0, SEEK_SET);
1834
 
1 pmbaty 1835
   // seek at 2/3 of file size (if file is small enough, return only its content)
81 pmbaty 1836
   if (file_size >= 4)
1 pmbaty 1837
   {
81 pmbaty 1838
      fseek (fp, file_size * 2 / 3, SEEK_SET); // seek at 2/3 of file
1 pmbaty 1839
      fread (&value, 2, 1, fp); // and read a word here
1840
   }
81 pmbaty 1841
   else if (file_size >= 2)
1 pmbaty 1842
      fread (&value, 2, 1, fp);
81 pmbaty 1843
   else if (file_size == 1)
1 pmbaty 1844
      value = fgetc (fp);
1845
   else
1846
      value = 0;
1847
 
1848
   // finished, close the file
1849
   fclose (fp);
1850
 
1851
   // and return a hash composed of the 16 lower bits of the file size and the value we read
81 pmbaty 1852
   return ((unsigned long) (file_size << 16) | (unsigned long) value);
1 pmbaty 1853
}
1854
 
1855
 
1856
static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars)
1857
{
1858
   // this function resolves a pathname ending with .* by testing with various possible
1859
   // file extensions until one of the files formed that way is found to exist.
1860
 
1861
   static wchar_t extension_list[256]; // needs to be modifiable for strtok()
1862
   wchar_t *current_extension;
1863
   wchar_t *wcstok_context;
1864
   int length;
1865
 
1866
   wcscpy_s (extension_list, WCHAR_SIZEOF (extension_list), extensions_separated_by_bars);
1867
   length = wcslen (file_pathname); // get pathname length
1868
 
1869
   // does the pathname we want NOT end with a wildcard ?
1870
   if ((length < 2) || (wcscmp (&file_pathname[length - 2], L".*") != 0))
1871
      return; // no need to resolve anything
1872
 
1873
   // test each extension and see if a corresponding file exists
1874
   current_extension = wcstok_s (extension_list, L"|", &wcstok_context);
1875
   while (current_extension != NULL)
1876
   {
1877
      if (*current_extension == L'.')
1878
         current_extension++; // if current extension starts with a dot, skip it
81 pmbaty 1879
 
1 pmbaty 1880
      wcscpy_s (&file_pathname[length - 1], wcslen (current_extension) + 1, current_extension);
81 pmbaty 1881
      if (_waccess (file_pathname, 0) == 0)
1 pmbaty 1882
         return; // found a file with this extension
1883
      current_extension = wcstok_s (NULL, L"|", &wcstok_context);
1884
   }
1885
 
1886
   wcscpy_s (&file_pathname[length - 1], 2, L"*");
1887
   return; // if none of these extensions match, put the wildcard back and return
1888
}
1889
 
1890
 
1891
static int SortReflectedObjects (const void *object1, const void *object2)
1892
{
1893
   // callback function used by qsort() when sorting the reflected objects according to their distance to the viewer
1894
 
1895
   return ((int) (1000.0f * (((reflectedobject_t *) object2)->distance - ((reflectedobject_t *) object1)->distance)));
1896
}