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  1. // render.cpp
  2.  
  3. // thanks ChaotikMind for optimizing the engine a bit :)
  4.  
  5. #include "common.h"
  6.  
  7.  
  8. // note: DirectX requires a C++ compiler.
  9. #include "DirectX9/Include/d3d9.h"
  10. #include "DirectX9/Include/d3dx9.h"
  11.  
  12. // include the Direct3D library files
  13. #pragma comment (lib, "DirectX9/Lib/x86/d3d9.lib")
  14. #pragma comment (lib, "DirectX9/Lib/x86/d3dx9.lib")
  15.  
  16.  
  17. // define this to display framerate
  18. #define WANT_FRAMERATE
  19.  
  20.  
  21. // handy macro to print a chatter channel reply
  22. #define PRINT_CCREPLY(ccreply) \
  23. { \
  24.    Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
  25.                    chat_fontindex, (ccreply)->color, &rect, \
  26.                    L"["); \
  27.    Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
  28.                    chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
  29.                    (ccreply)->channelname); \
  30.    Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
  31.                    chat_fontindex, (ccreply)->color, &rect, \
  32.                    L"] "); /* closing bracket + non-breakable space */ \
  33.    Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
  34.                    chat_fontindex, RGBA_TO_RGBACOLOR (159, 159, 159, RGBACOLOR_ALPHA ((ccreply)->color)), &rect, \
  35.                    (ccreply)->nickname); \
  36.    Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
  37.                    chat_fontindex, (ccreply)->color, &rect, \
  38.                    L": "); /* colon + non-breakable space */ \
  39.    if ((ccreply)->text != NULL) \
  40.       Render_wprintf (rect.right, initial_height - combined_height, initial_width - rect.right, ALIGN_LEFT, ALIGN_TOP, ALIGN_LEFT, \
  41.                       chat_fontindex, (ccreply)->color, &rect, \
  42.                       (ccreply)->text); \
  43. }
  44.  
  45.  
  46. // handy macro to draw a GUI button
  47. #define DRAW_BUTTON_IF_NEEDED(button) \
  48. { \
  49.    if ((button).state != 0) \
  50.       Render_DrawSprite (&sprites[(button).sprite_index], (button).left, (button).top, (button).width, (button).height, ((button).state == 2 ? 0xFF : 0x7F)); \
  51. }
  52.  
  53.  
  54. // handy macro to draw a GUI text
  55. #define DRAW_TEXT_IF_NEEDED(text) \
  56. { \
  57.    if ((text).is_displayed) \
  58.    { \
  59.       Render_wprintf ((int) ((text).xpos_percent * (float) initial_width) / 100, (int) ((text).ypos_percent * (float) initial_height) / 100, \
  60.                       (int) ((text).maxwidth_percent * (float) initial_width) / 100, (text).horizontal_align, (text).vertical_align, (text).text_align, (text).font_index, \
  61.                       ((text).want_fade ? \
  62.                        RGBACOLOR_SETALPHA ((text).color, \
  63.                                            (((text).appear_time + (text).disappear_time) * 0.5f > current_time ? \
  64.                                            /* fading in  */ (int) FadeFloat (0, RGBACOLOR_ALPHA ((text).color), (text).appear_time, (text).appear_time + 0.5f) : \
  65.                                            /* fading out */ (int) FadeFloat (RGBACOLOR_ALPHA ((text).color), 0, (text).disappear_time - 3.0f, (text).disappear_time))) : \
  66.                        (text).color), \
  67.                       NULL, (text).buffer); \
  68.       if ((text).disappear_time < current_time) \
  69.          (text).is_displayed = false; \
  70.    } \
  71. }
  72.  
  73.  
  74. #pragma pack(push,1)
  75.  
  76. // definition for a vector
  77. typedef struct vector_s
  78. {
  79.    float x; // X component
  80.    float y; // Y component
  81.    float z; // Z component
  82. } vector_t;
  83.  
  84.  
  85. // definition for a texture coordinates pair
  86. typedef struct texcoord_s
  87. {
  88.    float u; // X coordinate of the texture point this vertex corresponds to
  89.    float v; // Y coordinate of the texture point this vertex corresponds to
  90. } texcoord_t;
  91.  
  92.  
  93. // definition for a vertex (must be in that order for Direct3D)
  94. typedef struct vertex_s
  95. {
  96.    vector_t position; // position in space
  97.    vector_t normal; // coordinates of the unary normal vector of the plane this vertex is on (for illumination)
  98.    texcoord_t texcoord; // coordinates of the texture point this vertex corresponds to
  99. } vertex_t;
  100.  
  101. #pragma pack(pop)
  102.  
  103.  
  104. // definition for a reflected object (qsort array element to sort reflections by distance)
  105. typedef struct reflectedobject_s
  106. {
  107.    sceneobject_t *object; // pointer to the scene object
  108.    float distance; // distance to viewer camera
  109. } reflectedobject_t;
  110.  
  111.  
  112. // definition for a material (light reflection type)
  113. typedef struct material_s
  114. {
  115.    wchar_t name[32]; // material name
  116.    float ambient; // ambient reflection value ranging from 0 to 1
  117.    float diffuse; // diffuse reflection value ranging from 0 to 1
  118.    float emissive; // emissive reflection value ranging from 0 to 1
  119.    float specular; // specular reflection value ranging from 0 to 1
  120.    float shininess; // shininess (specular factor)
  121.    float transparency; // transparency value ranging from 0 (fully transparent) to 1 (opaque)
  122. } material_t;
  123.  
  124.  
  125. // definition for a mesh
  126. typedef struct mesh_s
  127. {
  128.    unsigned long hash; // basic content hash, to avoid duplicates
  129.    unsigned long vertex_format;
  130.    IDirect3DVertexBuffer9 *d3dvertices; // handled opaquely by Direct3D
  131.    int vertice_size;
  132.    int vertice_count;
  133.    bool is_indexed; // set to TRUE if this mesh has an index buffer
  134.    IDirect3DIndexBuffer9 *d3dindices; // handled opaquely by Direct3D
  135.    int indice_size;
  136.    int indice_count;
  137. } mesh_t;
  138.  
  139.  
  140. // definition for a texture
  141. typedef struct texture_s
  142. {
  143.    unsigned long hash; // basic content hash, to avoid duplicates
  144.    int width;
  145.    int height;
  146.    IDirect3DTexture9 *texture;
  147. } texture_t;
  148.  
  149.  
  150. // definition for a font
  151. typedef struct font_s
  152. {
  153.    unsigned long pathname_hash;
  154.    ID3DXFont *font;
  155. } font_t;
  156.  
  157.  
  158. // definition for a sprite
  159. typedef struct sprite_s
  160. {
  161.    unsigned long hash; // basic content hash, to avoid duplicates
  162.    ID3DXSprite *sprite;
  163.    int texture_index;
  164. } sprite_t;
  165.  
  166.  
  167. // global variables used in this module only
  168. static IDirect3D9 *d3d = NULL; // our Direct3D interface
  169. static IDirect3DDevice9 *d3ddev = NULL; // the device class
  170.  
  171. static material_t *materials = NULL;
  172. static int material_count = 0;
  173. static texture_t *textures = NULL;
  174. static int texture_count = 0;
  175. static mesh_t *meshes = NULL;
  176. static int mesh_count = 0;
  177. static font_t *fonts = NULL;
  178. static int font_count = 0;
  179. static sprite_t *sprites = NULL;
  180. static int sprite_count = 0;
  181. static const float fov_value = 45.0f; // field of view width, in degrees
  182. static const float viewdist_near = 1.0f; // nearest view plane distance
  183. static const float viewdist_far = 200.0f; // farthest view plane distance
  184. static int initial_width = 0; // initial width of the render surface, in pixels
  185. static int initial_height = 0; // initial height of the render surface, in pixels
  186. static float current_width = 0.0f; // current width of the client area on which the render surface is rendered, in pixels
  187. static float current_height = 0.0f; // current height of the client area on which the render surface is rendered, in pixels
  188. static D3DCOLOR ambient_light;
  189. static vector_t camera_position;
  190. static const vector_t scene_center = { 0.0f, 0.0f, 0.0f };
  191. static const vector_t upwards_direction = { 0.0f, 0.0f, 1.0f };
  192. static int best_supported_filter;
  193. static unsigned long multisample_quality = 0;
  194.  
  195. static wchar_t printf_buffer[0xffff];
  196.  
  197.  
  198. // prototypes of functions used in this module only
  199. static bool Render_LoadMesh_X (mesh_t *mesh, const wchar_t *xfile_pathname);
  200. static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname);
  201. static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject);
  202. static void Render_DrawSceneObject (sceneobject_t *sceneobject);
  203. static void Render_DrawSceneTile (sceneobject_t *sceneobject);
  204. static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha);
  205. static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect);
  206. static void Render_wprintf (int x, int y, int max_width, int horiz_align, int vert_align, int text_align, int font_id, unsigned long color_rgba, RECT *out_rect, const wchar_t *fmt, ...);
  207. static float DistanceToCamera (float x, float y, float z);
  208. static float FadeFloat (float from, float to, float start_time, float end_time);
  209. static unsigned long HashString (const wchar_t *string_buffer);
  210. static unsigned long HashFile (const wchar_t *file_pathname);
  211. static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars);
  212. static int SortReflectedObjects (const void *object1, const void *object2);
  213.  
  214.  
  215. bool Render_Init (void)
  216. {
  217.    // this function sets up and initializes Direct3D
  218.  
  219.    static wchar_t *default_materialname = L"default";
  220.  
  221.    D3DCAPS9 device_capabilities;
  222.    unsigned long behaviour_flags;
  223.    unsigned long best_multisample_type;
  224.    D3DPRESENT_PARAMETERS d3dpp;
  225.    wchar_t line_buffer[256];
  226.    material_t material;
  227.    RECT rect;
  228.    FILE *fp;
  229.  
  230.    // create the Direct3D interface
  231. MessageBox (NULL, L"about to call Direct3dCreate9()", L"info", MB_OK);
  232.    d3d = Direct3DCreate9 (D3D_SDK_VERSION);
  233. MessageBox (NULL, L"Direct3dCreate9() call returned", L"info", MB_OK);
  234.  
  235.    // get hardware capabilities
  236.    if (FAILED (d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &device_capabilities)))
  237.    {
  238.       MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevGetDeviceCapsFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  239.       return (false);
  240.    }
  241. MessageBox (NULL, L"GetDeviceCaps() call returned", L"info", MB_OK);
  242.  
  243.    // grab info from that and adjust our D3D settings
  244.    best_supported_filter = (device_capabilities.RasterCaps & D3DPRASTERCAPS_ANISOTROPY ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
  245.    behaviour_flags = (device_capabilities.VertexProcessingCaps != 0 ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING);
  246.  
  247.    // see if full-scene antialiasing is supported and pick the best available multisample type
  248.    best_multisample_type = D3DMULTISAMPLE_NONE;
  249.    while (SUCCEEDED (d3d->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, false, (D3DMULTISAMPLE_TYPE) (best_multisample_type + 1), &multisample_quality)))
  250.    {
  251.       best_multisample_type++; // increase multisample type as long as the next one is supported
  252.       if ((best_multisample_type == D3DMULTISAMPLE_2_SAMPLES) && !options.want_hiquality)
  253.          break; // stop searching for the best one if we don't want the highest possible quality
  254.    }
  255. MessageBox (NULL, L"CheckDeviceMultiSampleType() call returned", L"info", MB_OK);
  256.  
  257.    memset (&d3dpp, 0, sizeof (d3dpp)); // clear out the struct for use
  258.    d3dpp.Windowed = true; // always windowed (because we can't display dialog boxes in fullscreen mode)
  259.    d3dpp.BackBufferCount = 1;
  260.    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
  261.    d3dpp.hDeviceWindow = hMainWnd; // set the window to be used by Direct3D
  262.    d3dpp.EnableAutoDepthStencil = true; // enable Z-buffer and stencil buffer
  263.    d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // D3DFMT_D15S1 15 bits should be enough to store each pixel's Z depth
  264.    d3dpp.MultiSampleType = (D3DMULTISAMPLE_TYPE) best_multisample_type; // use multisampling (full scene antialiasing) if supported
  265.    d3dpp.MultiSampleQuality = (multisample_quality > 0 ? multisample_quality - 1 : 0);
  266.  
  267.    // create a device class using this information and the info from the d3dpp stuct
  268.    if (FAILED (d3d->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd, behaviour_flags, &d3dpp, &d3ddev)))
  269.    {
  270.       MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevCreateDeviceFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  271.       return (false);
  272.    }
  273. MessageBox (NULL, L"CreateDevice() call returned", L"info", MB_OK);
  274.  
  275.    // get the device view port and save the initial width and height
  276.    GetClientRect (hMainWnd, &rect);
  277.    initial_width = rect.right; // they may differ from window width and window height
  278.    initial_height = rect.bottom; // because of title bars, menus, borders, etc.
  279.  
  280.    // set the texture parameters
  281.    d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); // wrap textures around their edges
  282.    d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
  283.    d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // and modulate their alpha with the material's alpha
  284.    d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  285.    d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  286.  
  287.    // enable the Z buffer
  288.    d3ddev->SetRenderState (D3DRS_ZENABLE, true);
  289.  
  290.    // disable the stencil buffer
  291.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, false);
  292.  
  293.    // normalize the face normals (if we don't, scaling will cause problems with lighting computations)
  294.    d3ddev->SetRenderState (D3DRS_NORMALIZENORMALS, true);
  295.  
  296.    // turn on alpha blending
  297.    d3ddev->SetRenderState (D3DRS_ALPHABLENDENABLE, true);
  298.    d3ddev->SetRenderState (D3DRS_BLENDOP, D3DBLENDOP_ADD);
  299.    d3ddev->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  300.    d3ddev->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  301.  
  302.    // use all of the materials' light reflection properties
  303.    d3ddev->SetRenderState (D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
  304.    d3ddev->SetRenderState (D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
  305.    d3ddev->SetRenderState (D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
  306.    d3ddev->SetRenderState (D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
  307.    d3ddev->SetRenderState (D3DRS_COLORVERTEX, false);
  308.  
  309.    // enable 3D lighting
  310.    d3ddev->SetRenderState (D3DRS_LIGHTING, true);
  311. MessageBox (NULL, L"SetRenderState() calls returned", L"info", MB_OK);
  312.  
  313.    // open and parse the materials file and build the materials list
  314.    materials = NULL;
  315.    material_count = 0;
  316.    _wfopen_s (&fp, L"materials.cfg", L"r, ccs=UNICODE");
  317.    if (fp != NULL)
  318.    {
  319.       // read line per line...
  320.       while (fgetws (line_buffer, WCHAR_SIZEOF (line_buffer), fp) != NULL)
  321.       {
  322.          // can we read a complete material line ?
  323.          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)
  324.          {
  325.             materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
  326.             memcpy (&materials[material_count], &material, sizeof (material_t));
  327.             material_count++; // if so, append this new material to the materials array
  328.          }
  329.       }
  330.       fclose (fp); // finished, close the file
  331.    }
  332.    materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
  333.    wcscpy_s (materials[material_count].name, WCHAR_SIZEOF (materials[material_count].name), default_materialname);
  334.    materials[material_count].ambient = 1.0f;
  335.    materials[material_count].diffuse = 1.0f;
  336.    materials[material_count].emissive = 0.0f;
  337.    materials[material_count].specular = 0.0f;
  338.    materials[material_count].shininess = 0.0f;
  339.    materials[material_count].transparency = 1.0f;
  340.    material_count++; // append a default material at the end of the array and we're all set
  341.  
  342.    return (true); // finished
  343. }
  344.  
  345.  
  346. void Render_Shutdown (void)
  347. {
  348.    // this function shuts down the Direct3D interfaces and releases the Direct3D COM objects
  349.  
  350.    int array_index;
  351.  
  352.    // close and release font data
  353.    SAFE_free ((void **) &fonts);
  354.    font_count = 0;
  355.  
  356.    // close and release sprite data
  357.    SAFE_free ((void **) &sprites);
  358.    sprite_count = 0;
  359.  
  360.    // close and release meshes data
  361.    if (meshes != NULL)
  362.    {
  363.       for (array_index = 0; array_index < mesh_count; array_index++)
  364.       {
  365.          if (meshes[array_index].d3dindices != NULL)
  366.             meshes[array_index].d3dindices->Release ();
  367.          meshes[array_index].d3dindices = NULL;
  368.  
  369.          if (meshes[array_index].d3dvertices != NULL)
  370.             meshes[array_index].d3dvertices->Release ();
  371.          meshes[array_index].d3dvertices = NULL;
  372.       }
  373.    }
  374.    meshes = NULL;
  375.    mesh_count = 0;
  376.  
  377.    // close and release texture data
  378.    if (textures != NULL)
  379.    {
  380.       for (array_index = 0; array_index < texture_count; array_index++)
  381.          if (textures[array_index].texture != NULL)
  382.             textures[array_index].texture->Release ();
  383.       SAFE_free ((void **) &textures);
  384.    }
  385.    texture_count = 0;
  386.  
  387.    // close and release materials data
  388.    SAFE_free ((void **) &materials);
  389.    material_count = 0;
  390.  
  391.    // close and release the 3D device
  392.    if (d3ddev != NULL)
  393.       d3ddev->Release ();
  394.    d3ddev = NULL;
  395.  
  396.    // close and release Direct3D
  397.    if (d3d != NULL)
  398.       d3d->Release ();
  399.    d3d = NULL;
  400.  
  401.    return; // finished
  402. }
  403.  
  404.  
  405. void Render_RenderFrame (scene_t *scene)
  406. {
  407.    // this is the function used to render a single frame
  408.  
  409.    static int framerate_value = 0;
  410.    static int framerate_count = 0;
  411.    static float framerate_time = 0;
  412.  
  413.    D3DXMATRIX scaling_matrix;
  414.    D3DXMATRIX translation_matrix;
  415.    D3DXMATRIX view_matrix; // the view transform matrix
  416.    D3DXMATRIX projection_matrix; // the projection transform matrix
  417.    D3DLIGHT9 dxlight;
  418.    RECT rect;
  419.    float angle;
  420.    float sin_pitch;
  421.    float sin_yaw;
  422.    float cos_pitch;
  423.    float cos_yaw;
  424.    int light_index;
  425.    int object_index;
  426.    int cchistory_index;
  427.    int cchistory_index2;
  428.    int combined_width;
  429.    int combined_height;
  430.    light_t *light;
  431.    ccreply_t *ccreply;
  432.    sceneobject_t *sceneobject;
  433.    reflectedobject_t *reflectedobjects; // mallocated
  434.    int reflectedobject_count;
  435.    reflectedobject_t *otherobjects; // mallocated
  436.    int otherobject_count;
  437.  
  438.    // get the device view port and save the actual width and height
  439.    GetClientRect (hMainWnd, &rect);
  440.    current_width = (float) rect.right; // they may differ from window width and window height
  441.    current_height = (float) rect.bottom; // because of title bars, menus, borders, etc.
  442.  
  443.    // clear the back buffer, the Z buffer and the stencil buffer
  444.    d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
  445.    d3ddev->BeginScene (); // begins the 3D scene
  446.  
  447.    ////////////////////////////////////////
  448.    // Setup scene lights
  449.  
  450.    // There are three types of light : ambient, diffuse and specular.
  451.    // Diffuse lights can be of type directional (sun), point (bulb) or spot (flashlight).
  452.  
  453.    // The attenuation formula for point lights is :
  454.    // Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
  455.  
  456.    // In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
  457.  
  458.    // set the default lighting color
  459.    ambient_light = RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (theme->illum.ambient_light));
  460.    d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
  461.  
  462.    // for each light...
  463.    for (light_index = 0; light_index < theme->illum.light_count; light_index++)
  464.    {
  465.       light = &theme->illum.lights[light_index]; // quick access to light
  466.  
  467.       memset (&dxlight, 0, sizeof (dxlight)); // clear out the dxlight struct for use
  468.  
  469.       // set its type
  470.       if (light->type == LIGHT_DIRECTIONAL)
  471.          dxlight.Type = D3DLIGHT_DIRECTIONAL; // directional light (e.g, sun)
  472.       else if (light->type == LIGHT_POINT)
  473.          dxlight.Type = D3DLIGHT_POINT; // point light (e.g, light bulb)
  474.       else if (light->type == LIGHT_SPOT)
  475.          dxlight.Type = D3DLIGHT_SPOT; // spot light (e.g, flash light)
  476.       else
  477.       {
  478.          d3ddev->LightEnable (light_index, false); // unknown light ; turn off light #index
  479.          continue; // and proceed to the next one
  480.       }
  481.  
  482.       // set its parameters
  483.       dxlight.Diffuse = D3DXCOLOR (RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (light->color)));
  484.       dxlight.Specular = D3DXCOLOR (0xffffffff);
  485.       dxlight.Position.x = light->pos_x;
  486.       dxlight.Position.y = light->pos_y;
  487.       dxlight.Position.z = light->pos_z;
  488.       dxlight.Direction.x = light->direction_x;
  489.       dxlight.Direction.y = light->direction_y;
  490.       dxlight.Direction.z = light->direction_z;
  491.       dxlight.Range = light->range; // light won't be computed after this distance
  492.       dxlight.Attenuation0 = light->attenuation_constant; // constant attenuation, see formula
  493.       dxlight.Attenuation1 = light->attenuation_proportional; // proportional attenuation, see formula
  494.       dxlight.Attenuation2 = light->attenuation_square; // square attenuation, see formula
  495.       dxlight.Phi = light->cone_outer * TO_RADIANS; // outer spot cone
  496.       dxlight.Theta = light->cone_inner * TO_RADIANS; // inner spot cone
  497.  
  498.       d3ddev->SetLight (light_index, &dxlight); // send the light struct properties to light #index
  499.       d3ddev->LightEnable (light_index, true); // turn on light #index
  500.    }
  501.  
  502.    ////////////////////////////////
  503.    // View transform
  504.  
  505.    // compute the sine and cosine of the pitch component
  506.    angle = current_pitch * TO_RADIANS;
  507.    sin_pitch = sinf (angle);
  508.    cos_pitch = cosf (angle);
  509.  
  510.    // compute the sine and cosine of the yaw component
  511.    angle = current_yaw * TO_RADIANS;
  512.    sin_yaw = sinf (angle);
  513.    cos_yaw = cosf (angle);
  514.  
  515.    // build the camera position
  516.    camera_position.x = (float) -(cos_pitch * cos_yaw) * current_distance;
  517.    camera_position.y = (float) -(cos_pitch * sin_yaw) * current_distance;
  518.    camera_position.z = (float) sin_pitch * current_distance;
  519.  
  520.    // set up a view matrix
  521.    D3DXMatrixLookAtLH (&view_matrix,
  522.                        (D3DXVECTOR3 *) &camera_position, // camera position
  523.                        (D3DXVECTOR3 *) &scene_center, // look-at position
  524.                        (D3DXVECTOR3 *) &upwards_direction); // up direction
  525.  
  526.    // tell Direct3D about our matrix
  527.    d3ddev->SetTransform (D3DTS_VIEW, &view_matrix);
  528.  
  529.    /////////////////////////////////////
  530.    // Projection transform
  531.  
  532.    // set up a projection matrix
  533.    D3DXMatrixPerspectiveFovLH (&projection_matrix,
  534.                                fov_value * TO_RADIANS, // field of view width
  535.                                current_width / current_height, // aspect ratio
  536.                                viewdist_near, viewdist_far); // view plane distances
  537.  
  538.    // tell Direct3D about our matrix
  539.    d3ddev->SetTransform (D3DTS_PROJECTION, &projection_matrix);
  540.  
  541.    /////////////////////////////////////
  542.    // End of the transforms
  543.  
  544.    // if we want it, enable specular lighting
  545.    d3ddev->SetRenderState (D3DRS_SPECULARENABLE, options.want_specularlighting);
  546.  
  547.    // turn on texture filtering if needed
  548.    if (options.want_filtering)
  549.    {
  550.       d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, best_supported_filter);
  551.       d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, best_supported_filter);
  552.       d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
  553.  
  554.       // turn on fullscene antialiasing only if capable
  555.       d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, (multisample_quality > 0));
  556.    }
  557.    else
  558.    {
  559.       d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
  560.       d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
  561.       d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
  562.  
  563.       // turn off fullscene antialiasing
  564.       d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, false);
  565.    }
  566.  
  567.    /////////////////////////////////////////////////////////////
  568.    // draw the background elements. No need for a Z buffer here.
  569.  
  570.    d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable depth testing
  571.  
  572.    // draw the background sprite, if any
  573.    if (scene->background_spriteindex >= 0)
  574.       Render_DrawSprite (&sprites[scene->background_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF);
  575.  
  576.    // draw the table border
  577.    Render_DrawSceneObject (&scene->objects[0]);
  578.    Render_DrawSceneObject (&scene->objects[1]);
  579.  
  580.    // draw the table and build the stencil buffer at the same time
  581.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer (i.e. the "frame" for drawing table reflections)
  582.    d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // instruct how to fill it
  583.    d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); // instruct how to fill it
  584.    Render_DrawSceneObject (&scene->objects[2]); // draw the table squares in the stencil buffer
  585.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // finished drawing the stencil buffer
  586.  
  587.    d3ddev->SetRenderState (D3DRS_ZENABLE, true); // re-enable depth testing
  588.  
  589.    ////////////////////////////////////////////////////////////
  590.    // draw the scene objects and their reflections on the table
  591.  
  592.    // start with the reflections if we want them, and if the table does it
  593.    if (options.want_reflections && (theme->reflection_alpha > 0))
  594.    {
  595.       // build an array of reflected objects with their distances
  596.       reflectedobjects = NULL;
  597.       reflectedobject_count = 0;
  598.       otherobjects = NULL;
  599.       otherobject_count = 0;
  600.  
  601.       // cycle through all parts and see which ones need to be reflected
  602.       for (object_index = 3; object_index < scene->object_count; object_index++)
  603.       {
  604.          sceneobject = &scene->objects[object_index]; // quick access to scene object
  605.  
  606.          // is this object a mesh AND it's above the ground ?
  607.          if ((sceneobject->mesh_index != -1) && (sceneobject->z > 0))
  608.          {
  609.             // yes it is. It thus needs to be reflected, so add it to the list
  610.             reflectedobjects = (reflectedobject_t *) SAFE_realloc (reflectedobjects, reflectedobject_count, reflectedobject_count + 1, sizeof (reflectedobject_t), false);
  611.             reflectedobjects[reflectedobject_count].object = sceneobject; // save scene object
  612.             reflectedobjects[reflectedobject_count].distance = DistanceToCamera (sceneobject->x, sceneobject->y, sceneobject->z);
  613.             reflectedobject_count++; // we have now one object more to reflect
  614.          }
  615.          else
  616.          {
  617.             // no it's not. It doesn't need to be reflected, so add it to the other list
  618.             otherobjects = (reflectedobject_t *) SAFE_realloc (otherobjects, otherobject_count, otherobject_count + 1, sizeof (reflectedobject_t), false);
  619.             otherobjects[otherobject_count].object = sceneobject; // save scene object
  620.             otherobjects[otherobject_count].distance = 0;
  621.             otherobject_count++; // we have now one object more to reflect
  622.          }
  623.       }
  624.  
  625.       // now sort them from farthest to closest and draw them in this order
  626.       qsort (reflectedobjects, reflectedobject_count, sizeof (reflectedobject_t), SortReflectedObjects);
  627.       for (object_index = 0; object_index < reflectedobject_count; object_index++)
  628.          Render_DrawSceneObjectReflection (reflectedobjects[object_index].object); // draw the reflection
  629.       for (object_index = 0; object_index < reflectedobject_count; object_index++)
  630.          Render_DrawSceneObject (reflectedobjects[object_index].object); // and draw the objects afterwards
  631.       for (object_index = 0; object_index < otherobject_count; object_index++)
  632.          Render_DrawSceneObject (otherobjects[object_index].object); // finally, draw the non-reflected objects
  633.  
  634.       SAFE_free ((void **) &reflectedobjects); // and free the reflected objects array
  635.       SAFE_free ((void **) &otherobjects); // and the non-reflected objects array
  636.    }
  637.    else
  638.       for (object_index = 3; object_index < scene->object_count; object_index++)
  639.          Render_DrawSceneObject (&scene->objects[object_index]); // else if no reflections, draw the objects, the Z-buffer will sort them
  640.  
  641.    // draw the overlay texture if required
  642.    if (scene->overlay_spriteindex >= 0)
  643.       Render_DrawSprite (&sprites[scene->overlay_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0x4F);
  644.  
  645.    ///////////////
  646.    // draw the GUI
  647.  
  648.    // draw the arrows
  649.    DRAW_BUTTON_IF_NEEDED (scene->gui.larrow); // left arrow
  650.    DRAW_BUTTON_IF_NEEDED (scene->gui.rarrow); // right arrow
  651.    DRAW_TEXT_IF_NEEDED (scene->gui.arrow_text); // arrow text
  652.  
  653.    if (want_framerate)
  654.       Render_wprintf (initial_width - 10, 10, 62, ALIGN_RIGHT, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex, D3DCOLOR_RGBA (255, 255, 255, 255), NULL,
  655.                       L"%d textures\n"
  656.                       L"%d meshes\n"
  657.                       L"%d fonts\n"
  658.                       L"%d sprites\n"
  659.                       L"%d fps", texture_count, mesh_count, font_count, sprite_count, framerate_value);
  660.  
  661.    // draw the other GUI buttons
  662.    DRAW_BUTTON_IF_NEEDED (scene->gui.chatbutton); // chat button
  663.    DRAW_BUTTON_IF_NEEDED (scene->gui.gamesbutton); // games button
  664.    DRAW_BUTTON_IF_NEEDED (scene->gui.peoplebutton); // people button
  665.  
  666.    // does the parts pick line need to be displayed ?
  667.    if (scene->gui.is_partspick_displayed)
  668.    {
  669. #define PARTSIZE_PCT (100.0f / 13.0f)
  670.  
  671.       if (scene->gui.partspick_selectedpart == 'P')      Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  0.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  672.       else if (scene->gui.partspick_selectedpart == 'R') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  1.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  673.       else if (scene->gui.partspick_selectedpart == 'N') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  2.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  674.       else if (scene->gui.partspick_selectedpart == 'B') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  3.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  675.       else if (scene->gui.partspick_selectedpart == 'Q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  4.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  676.       else if (scene->gui.partspick_selectedpart == 'K') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  5.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  677.       else if (scene->gui.partspick_selectedpart == ' ') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  6.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  678.       else if (scene->gui.partspick_selectedpart == 'k') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  7.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  679.       else if (scene->gui.partspick_selectedpart == 'q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  8.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  680.       else if (scene->gui.partspick_selectedpart == 'b') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  9.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  681.       else if (scene->gui.partspick_selectedpart == 'n') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 10.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  682.       else if (scene->gui.partspick_selectedpart == 'r') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 11.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  683.       else if (scene->gui.partspick_selectedpart == 'p') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 12.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  684.  
  685.       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
  686.       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
  687.       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
  688.       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
  689.       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
  690.       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
  691.       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
  692.       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
  693.       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
  694.       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
  695.       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
  696.       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
  697.       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
  698.  
  699. #undef PARTSIZE_PCT
  700.    }
  701.  
  702.    // draw GUI texts
  703.    DRAW_TEXT_IF_NEEDED (scene->gui.comment_text); // move comments
  704.    DRAW_TEXT_IF_NEEDED (scene->gui.history_text); // game history
  705.    DRAW_TEXT_IF_NEEDED (scene->gui.clock_text); // game clock
  706.  
  707.    // draw the chatter channels text
  708.    Render_GetTextBoundaries (-1, chat_fontindex, L"a", &rect);
  709.    combined_height = rect.bottom; // get a string's height
  710.  
  711.    // cycle through all the chat strings...
  712.    ccreply = NULL;
  713.    for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
  714.    {
  715.       ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
  716.       if ((ccreply->text[0] != 0) && (ccreply->arrival_time + 60.0f > current_time))
  717.          break; // break at the first one that we should display
  718.    }
  719.  
  720.    // have we some to display ?
  721.    if (cchistory_index < scene->gui.cchistory_count)
  722.    {
  723.       // first, get the remaining text's combined height
  724.       for (cchistory_index2 = cchistory_index; cchistory_index2 < scene->gui.cchistory_count; cchistory_index2++)
  725.       {
  726.          ccreply = &scene->gui.cchistory[cchistory_index2]; // quick access to CC reply
  727.  
  728.          combined_width = 10;
  729.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, L"[] : ", &rect);
  730.          combined_width += rect.right;
  731.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->channelname, &rect);
  732.          combined_width += rect.right;
  733.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->nickname, &rect);
  734.          combined_width += rect.right;
  735.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->text, &rect);
  736.          combined_height += rect.bottom; // add this string's height
  737.       }
  738.  
  739.       // now for each string remaining...
  740.       for (; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
  741.       {
  742.          ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
  743.          rect.right = 10;
  744.          PRINT_CCREPLY (ccreply); // print CC reply on screen
  745.          combined_height -= (rect.bottom - rect.top); // draw it from top of zone to bottom
  746.       }
  747.    }
  748.  
  749.    // are we online ?
  750.    if (Player_FindByType (PLAYER_INTERNET) != NULL)
  751.    {
  752.       ccreply = &scene->gui.entered_ccreply;
  753.       if (!scene->gui.is_entering_text)
  754.          ccreply->color = RGBACOLOR_SETALPHA (ccreply->color, RGBACOLOR_ALPHA (ccreply->color) / 6); // if there's no text being entered, fade CC reply a lot
  755.  
  756.       rect.right = 10;
  757.       PRINT_CCREPLY (ccreply); // print CC reply on screen
  758.    }
  759.  
  760.    // print GUI texts
  761.    DRAW_TEXT_IF_NEEDED (scene->gui.turn_text); // player turn's text
  762.    DRAW_TEXT_IF_NEEDED (scene->gui.central_text); // central notification zone text
  763.  
  764.    // if needed, print the spinning wheel
  765.    if (scene->gui.want_spinwheel)
  766.       Render_DrawSprite (&sprites[spinner_spriteindex[(int) (10.0f * current_time) % 12]], 47.0f, 46.0f, 6.0f, 8.0f, 255);
  767.  
  768.    // are we in demo mode ? if so, display the program name as a watermark
  769. #ifdef DEMO
  770.    Render_wprintf (initial_width / 2, initial_height * 2 / 3, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex,
  771.                    D3DCOLOR_RGBA (255, 255, 255, 191),
  772.                    NULL, PROGRAM_NAME L" - " PROGRAM_URL L"\n- %d:%02d -", (int) (DEMO_TIMEOUT - current_time) / 60, (int) (DEMO_TIMEOUT - current_time) % 60);
  773. #endif // DEMO
  774.  
  775.    // end 3D rendering on the back buffer
  776.    //////////////////////////////////////
  777.  
  778.    d3ddev->EndScene (); // ends the 3D scene
  779.    d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
  780.  
  781.    // update the frame rate
  782.    if (framerate_time < current_time)
  783.    {
  784.       framerate_value = framerate_count;
  785.       framerate_count = 0;
  786.       framerate_time = current_time + 1.0f;
  787.    }
  788.    framerate_count++; // one frame more elapsed
  789.  
  790.    return; // finished
  791. }
  792.  
  793.  
  794. int Render_LoadMesh (const wchar_t *fmt, ...)
  795. {
  796.    // this function appends a new mesh in the global meshes buffer and returns its index
  797.  
  798.    static wchar_t meshfile_pathname[MAX_PATH];
  799.    unsigned long hash;
  800.    mesh_t *mesh;
  801.    int mesh_index;
  802.    va_list argptr;
  803.  
  804.    // concatenate all the arguments in one string
  805.    va_start (argptr, fmt);
  806.    wvsprintf (meshfile_pathname, fmt, argptr);
  807.    va_end (argptr);
  808.  
  809.    // resolve wildcards and get content hash
  810.    ResolveWildcard (meshfile_pathname, L".obj");
  811.    hash = HashFile (meshfile_pathname);
  812.    
  813.    // now cycle through all our loaded meshes and see if it's already loaded
  814.    for (mesh_index = 0; mesh_index < mesh_count; mesh_index++)
  815.       if (meshes[mesh_index].hash == hash)
  816.          return (mesh_index); // if we can find it, return its index so as not to load it twice
  817.  
  818.    // reallocate space to hold one mesh more
  819.    meshes = (mesh_t *) SAFE_realloc (meshes, mesh_count, mesh_count + 1, sizeof (mesh_t), false);
  820.    mesh = &meshes[mesh_count]; // quick access to the mesh we'll be working on
  821.  
  822.    // load the mesh
  823.    if (!Render_LoadMesh_Obj (mesh, meshfile_pathname))
  824.    {
  825.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddMeshD3DXLoadMeshFromXFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  826.       return (-1); // bomb out on error
  827.    }
  828.  
  829.    mesh->hash = hash; // save the hash
  830.    mesh_count++; // we know now one mesh more
  831.    return (mesh_count - 1); // return its index
  832. }
  833.  
  834.  
  835. int Render_LoadTexture (const wchar_t *fmt, ...)
  836. {
  837.    // this function appends a new texture in the global textures buffer and returns its index
  838.  
  839.    D3DSURFACE_DESC texture_description;
  840.    wchar_t texturefile_pathname[MAX_PATH];
  841.    static wchar_t *filename;
  842.    unsigned long hash;
  843.    int texture_index;
  844.    va_list argptr;
  845.  
  846.    // concatenate all the arguments in one string
  847.    va_start (argptr, fmt);
  848.    wvsprintf (texturefile_pathname, fmt, argptr);
  849.    va_end (argptr);
  850.  
  851.    // resolve wildcards and get content hash
  852.    ResolveWildcard (texturefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
  853.    hash = HashFile (texturefile_pathname);
  854.  
  855.    // now cycle through all our loaded textures and see if it's already loaded
  856.    for (texture_index = 0; texture_index < texture_count; texture_index++)
  857.       if (textures[texture_index].hash == hash)
  858.          return (texture_index); // if we can find it, return its index so as not to load it twice
  859.  
  860.    // reallocate space to hold one texture more
  861.    textures = (texture_t *) SAFE_realloc (textures, texture_count, texture_count + 1, sizeof (texture_t), false);
  862.  
  863.    // ask Direct3D to prepare texture data
  864.    if (FAILED (D3DXCreateTextureFromFile (d3ddev, texturefile_pathname, &textures[texture_count].texture)))
  865.    {
  866.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  867.       return (-1); // bomb out on error
  868.    }
  869.  
  870.    // get info on the newly loaded texture such as size etc.
  871.    textures[texture_count].texture->GetLevelDesc (0, &texture_description);
  872.    textures[texture_count].width = texture_description.Width; // save texture width (as loaded)
  873.    textures[texture_count].height = texture_description.Height; // save texture height (as loaded)
  874.    textures[texture_count].hash = hash; // save its hash
  875.    texture_count++; // we know now one texture more
  876.    return (texture_count - 1); // return its index
  877. }
  878.  
  879.  
  880. int Render_LoadFont (const wchar_t *font_name, int font_size, bool is_bold, bool is_italic)
  881. {
  882.    // this function appends a new font in the global fonts buffer and returns its index
  883.  
  884.    unsigned long pathname_hash;
  885.    int font_index;
  886.  
  887.    // first, get the hash of the requested pathname (include font size and weight parameters)
  888.    pathname_hash = HashString (font_name);
  889.    pathname_hash += 3 * (unsigned long) font_size + 2 * (unsigned long) is_bold + (unsigned long) is_italic;
  890.  
  891.    // now cycle through all our loaded fonts and see if it's already loaded
  892.    for (font_index = 0; font_index < font_count; font_index++)
  893.       if (fonts[font_index].pathname_hash == pathname_hash)
  894.          return (font_index); // if we can find it, return its index so as not to load it twice
  895.  
  896.    // reallocate space to hold one font more
  897.    fonts = (font_t *) SAFE_realloc (fonts, font_count, font_count + 1, sizeof (font_t), false);
  898.  
  899.    // create a Direct3D font object and record font data
  900.    if (FAILED (D3DXCreateFont (d3ddev, font_size, // font height
  901.                                0, // font width
  902.                                (is_bold ? FW_BOLD : FW_NORMAL), // font weight (bold, etc)
  903.                                0, // miplevels
  904.                                is_italic, // is italic
  905.                                DEFAULT_CHARSET, // charset
  906.                                OUT_DEFAULT_PRECIS, // precision
  907.                                CLEARTYPE_QUALITY, // font quality (antialiased or not)
  908.                                DEFAULT_PITCH | FF_DONTCARE, // font family
  909.                                font_name, // font name
  910.                                &fonts[font_count].font))) // and a pointer that will receive the font
  911.    {
  912.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddFontD3DXCreateFontFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  913.       return (-1); // bomb out on error
  914.    }
  915.  
  916.    fonts[font_count].pathname_hash = pathname_hash; // save its hash
  917.    font_count++; // we know now one font more
  918.    return (font_count - 1); // return its index
  919. }
  920.  
  921.  
  922. int Render_LoadSprite (const wchar_t *fmt, ...)
  923. {
  924.    // this function appends a new sprite in the global sprites buffer and returns its index
  925.  
  926.    wchar_t spritefile_pathname[MAX_PATH];
  927.    unsigned long hash;
  928.    int sprite_index;
  929.    va_list argptr;
  930.  
  931.    // concatenate all the arguments in one string
  932.    va_start (argptr, fmt);
  933.    wvsprintf (spritefile_pathname, fmt, argptr);
  934.    va_end (argptr);
  935.  
  936.    // resolve wildcards and get content hash
  937.    ResolveWildcard (spritefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
  938.    hash = HashFile (spritefile_pathname);
  939.  
  940.    // now cycle through all our loaded sprites and see if it's already loaded
  941.    for (sprite_index = 0; sprite_index < sprite_count; sprite_index++)
  942.       if (sprites[sprite_index].hash == hash)
  943.          return (sprite_index); // if we can find it, return its index so as not to load it twice
  944.  
  945.    // reallocate space to hold one sprite more
  946.    sprites = (sprite_t *) SAFE_realloc (sprites, sprite_count, sprite_count + 1, sizeof (sprite_t), false);
  947.  
  948.    // ask Direct3D to prepare texture data
  949.    if (FAILED (D3DXCreateSprite (d3ddev, &sprites[sprite_count].sprite)))
  950.    {
  951.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  952.       return (-1); // bomb out on error
  953.    }
  954.    sprites[sprite_count].texture_index = Render_LoadTexture (spritefile_pathname); // register and save sprite texture
  955.    sprites[sprite_count].hash = hash; // save its hash
  956.  
  957.    sprite_count++; // we know now one sprite more
  958.    return (sprite_count - 1); // return its index
  959. }
  960.  
  961.  
  962. int Render_MaterialIndexOf (const wchar_t *material_name)
  963. {
  964.    // this function returns the index of the material in the global materials array which has the specified name
  965.  
  966.    int material_index;
  967.  
  968.    // cycle through all materials and look whether one with the specified name exists
  969.    for (material_index = 0; material_index < material_count; material_index++)
  970.       if (_wcsicmp (materials[material_index].name, material_name) == 0)
  971.          return (material_index); // if we find one, return its index
  972.  
  973.    return (material_count - 1); // else return the index of the last material in list, which is the default material
  974. }
  975.  
  976.  
  977. void Render_MouseToFloor (short mouse_x, short mouse_y, float *floor_x, float *floor_y)
  978. {
  979.    // this function converts a mouse coordinates into floor coordinates by doing vector
  980.    // projection on the floor plane from the eyepoint of the camera
  981.  
  982.    static D3DXPLANE floor_plane;
  983.    static bool is_planefound = false;
  984.  
  985.    D3DXMATRIX projection_matrix;
  986.    D3DXMATRIX view_matrix;
  987.    D3DXMATRIX invertedview_matrix;
  988.    float mouse_pitch;
  989.    float mouse_yaw;
  990.    vector_t v_lookat;
  991.    vector_t v_intersection;
  992.  
  993.    // find the floor plane (only do it once)
  994.    if (!is_planefound)
  995.    {
  996.       D3DXPlaneFromPointNormal (&floor_plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
  997.       is_planefound = true; // once and for all, as this plane will never change
  998.    }
  999.  
  1000.    // get the current projection and view matrices, and invert the view matrix
  1001.    d3ddev->GetTransform (D3DTS_PROJECTION, &projection_matrix);
  1002.    d3ddev->GetTransform (D3DTS_VIEW, &view_matrix);
  1003.    D3DXMatrixInverse (&invertedview_matrix, NULL, &view_matrix);
  1004.  
  1005.    // convert the mouse coordinates to relative pitch and yaw
  1006.    mouse_pitch =  (((mouse_x * 2.0f) / current_width) - 1) / projection_matrix._11;
  1007.    mouse_yaw = -(((mouse_y * 2.0f) / current_height) - 1) / projection_matrix._22;
  1008.  
  1009.    // now build a matrix that will describe the mouse direction vector, add it to the camera position, and make it 200 times longer
  1010.    v_lookat.x = camera_position.x + (mouse_pitch * invertedview_matrix._11 + mouse_yaw * invertedview_matrix._21 + invertedview_matrix._31) * 200.0f;
  1011.    v_lookat.y = camera_position.y + (mouse_pitch * invertedview_matrix._12 + mouse_yaw * invertedview_matrix._22 + invertedview_matrix._32) * 200.0f;
  1012.    v_lookat.z = camera_position.z + (mouse_pitch * invertedview_matrix._13 + mouse_yaw * invertedview_matrix._23 + invertedview_matrix._33) * 200.0f;
  1013.  
  1014.    // and the intersection point with our ray
  1015.    D3DXPlaneIntersectLine ((D3DXVECTOR3 *) &v_intersection, &floor_plane, (D3DXVECTOR3 *) &camera_position, (D3DXVECTOR3 *) &v_lookat);
  1016.  
  1017.    // now fill the return values
  1018.    *floor_x = v_intersection.x;
  1019.    *floor_y = v_intersection.y;
  1020.  
  1021.    return; // finished
  1022. }
  1023.  
  1024.  
  1025. bool Render_IsMouseInBox (short mouse_x, short mouse_y, float x_percent, float y_percent, float width_percent, float height_percent)
  1026. {
  1027.    // helper function that returns whether the mouse coordinates are inside a given square
  1028.  
  1029.    float mousex_percent;
  1030.    float mousey_percent;
  1031.  
  1032.    // compute mouse coordinates in percents
  1033.    mousex_percent = (float) (mouse_x * 100) / current_width;
  1034.    mousey_percent = (float) (mouse_y * 100) / current_height;
  1035.  
  1036.    return ((mousex_percent >= x_percent) && (mousex_percent <= x_percent + width_percent)
  1037.            && (mousey_percent >= y_percent) && (mousey_percent <= y_percent + height_percent));
  1038. }
  1039.  
  1040.  
  1041. static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname)
  1042. {
  1043.    // this function loads a mesh from a Wavefront Object file (.obj)
  1044.  
  1045.    #define OBJ_INCREASE_OR_RESIZE(count,maxcount,increment,arrayptr,type,erase) { \
  1046.       (count)++; \
  1047.       if ((count) == (maxcount)) \
  1048.       { \
  1049.          (arrayptr) = (type *) SAFE_realloc ((arrayptr), (maxcount), (maxcount) + (increment), sizeof (type), erase); \
  1050.          (maxcount) += (increment); \
  1051.       } \
  1052.    }
  1053.    #define OBJ_CONVERT_INDEX(element,current_element_count) if ((element) < 0) (element) = (current_element_count) + (element); else (element)--;
  1054.    #define OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX(uniquevertex) \
  1055.    { \
  1056.       hash = &hashtable[*((unsigned long *) &obj.vs[(uniquevertex).iv].x) & 0xFF]; \
  1057.       for (vertex_index = 0; vertex_index < hash->count; vertex_index++) \
  1058.          if ((memcmp (&vertices[hash->indices[vertex_index]].position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)) == 0) \
  1059.              && (memcmp (&vertices[hash->indices[vertex_index]].normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)) == 0) \
  1060.              && (memcmp (&vertices[hash->indices[vertex_index]].texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)) == 0)) \
  1061.             break; \
  1062.       if (vertex_index == hash->count) \
  1063.       { \
  1064.          vertex_index = mesh->vertice_count; \
  1065.          current_vertex = &vertices[vertex_index]; \
  1066.          memset (current_vertex, 0, sizeof (vertex_t)); \
  1067.          memcpy (&current_vertex->position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)); \
  1068.          if ((uniquevertex).in > -1) \
  1069.             memcpy (&current_vertex->normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)); \
  1070.          if ((uniquevertex).itc > -1) \
  1071.             memcpy (&current_vertex->texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)); \
  1072.          hash = &hashtable[*((unsigned long *) &current_vertex->normal.x) & 0xFF]; \
  1073.          hash->indices = (long *) SAFE_realloc (hash->indices, hash->count, hash->count + 1, sizeof (long), false); \
  1074.          hash->indices[hash->count] = vertex_index; \
  1075.          hash->count++; \
  1076.          mesh->vertice_count++; \
  1077.       } \
  1078.       else \
  1079.          vertex_index = hash->indices[vertex_index]; \
  1080.    }
  1081.  
  1082.    typedef struct obj_uniquevertex_s { long iv, in, itc; } obj_uniquevertex_t;
  1083.    typedef struct obj_face_s { obj_uniquevertex_t v1, v2, v3; } obj_face_t;
  1084.    typedef struct obj_hashbucket_s { int count; long *indices; /* mallocated */ } obj_hashbucket_t;
  1085.    typedef struct objfile_s
  1086.    {
  1087.       vector_t *vs; long v_count; long v_maxcount; // array mallocated to v_maxcount
  1088.       vector_t *ns; long n_count; long n_maxcount; // array mallocated to n_maxcount
  1089.       texcoord_t *tcs; long tc_count; long tc_maxcount; // array mallocated to tc_maxcount
  1090.       obj_face_t *fs; long f_count; long f_maxcount; // array mallocated to f_maxcount
  1091.    } objfile_t;
  1092.  
  1093.    static obj_hashbucket_t hashtable[256];
  1094.    objfile_t obj;
  1095.    obj_hashbucket_t *hash;
  1096.    obj_face_t *f;
  1097.    vertex_t *vertices; // mallocated
  1098.    unsigned long *indices; // mallocated
  1099.    vertex_t *current_vertex;
  1100.    struct _stat fileinfo;
  1101.    char *filedata; // mallocated
  1102.    char *fileptr;
  1103.    int vertex_index;
  1104.    int array_index;
  1105.    void *ptr_to;
  1106.    FILE *fp;
  1107.  
  1108.    // open the mesh file and read it as a whole
  1109.    _wstat (objfile_pathname, &fileinfo);
  1110.    _wfopen_s (&fp, objfile_pathname, L"rb");
  1111.    if (fp == NULL)
  1112.       return (false); // bomb out on error
  1113.    filedata = (char *) SAFE_malloc (fileinfo.st_size, sizeof (char), false); // mallocate space for data
  1114.    fread (filedata, fileinfo.st_size, 1, fp); // read file as a whole
  1115.    fclose (fp); // file is read, close it
  1116.  
  1117.    // allocate space for an arbitrary amount of vertices, texture coordinates, normals and faces
  1118.    memset (&obj, 0, sizeof (obj));
  1119.    obj.v_maxcount = 10000; obj.vs = (vector_t *) SAFE_malloc (obj.v_maxcount, sizeof (vector_t), false);
  1120.    obj.n_maxcount = 10000; obj.ns = (vector_t *) SAFE_malloc (obj.n_maxcount, sizeof (vector_t), false);
  1121.    obj.tc_maxcount = 10000; obj.tcs = (texcoord_t *) SAFE_malloc (obj.tc_maxcount, sizeof (texcoord_t), false);
  1122.    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 !)
  1123.  
  1124.    // read file line per line...
  1125.    fileptr = filedata - 1; // start parsing line after line
  1126.    while (fileptr != NULL)
  1127.    {
  1128.       fileptr++; // skip the line feed (or reach the first character, if it's the first pass)
  1129.  
  1130.       // is it a vertex-related line ?
  1131.       if (fileptr[0] == L'v')
  1132.       {
  1133.          // is it a vertex, a normal or a texture coordinate ?
  1134.          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))
  1135.             OBJ_INCREASE_OR_RESIZE (obj.v_count, obj.v_maxcount, 10000, obj.vs, vector_t, false) // one vertex more has been read
  1136.          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))
  1137.             OBJ_INCREASE_OR_RESIZE (obj.n_count, obj.n_maxcount, 10000, obj.ns, vector_t, false) // one normal more has been read
  1138.          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))
  1139.             OBJ_INCREASE_OR_RESIZE (obj.tc_count, obj.tc_maxcount, 10000, obj.tcs, texcoord_t, false) // one texture coordinate more has been read
  1140.       }
  1141.  
  1142.       // else is it a face-related line ?
  1143.       else if (fileptr[0] == L'f')
  1144.       {
  1145.          // get a quick pointer to current face (note: it's been already blanked out by malloc())
  1146.          f = &obj.fs[obj.f_count];
  1147.  
  1148.          // is it a face with normals, a face without normals or a face without normals and texture coordinates ?
  1149.          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)
  1150.              || (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)
  1151.              || (sscanf_s (&fileptr[2], "%d %d %d", &f->v3.iv, &f->v2.iv, &f->v3.iv) == 6))
  1152.          {
  1153.             OBJ_CONVERT_INDEX (f->v1.iv, obj.v_count);
  1154.             OBJ_CONVERT_INDEX (f->v1.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
  1155.             OBJ_CONVERT_INDEX (f->v1.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
  1156.             OBJ_CONVERT_INDEX (f->v2.iv, obj.v_count);
  1157.             OBJ_CONVERT_INDEX (f->v2.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
  1158.             OBJ_CONVERT_INDEX (f->v2.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
  1159.             OBJ_CONVERT_INDEX (f->v3.iv, obj.v_count);
  1160.             OBJ_CONVERT_INDEX (f->v3.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
  1161.             OBJ_CONVERT_INDEX (f->v3.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
  1162.             OBJ_INCREASE_OR_RESIZE (obj.f_count, obj.f_maxcount, 5000, obj.fs, obj_face_t, true) // one face more has been read
  1163.          }
  1164.       }
  1165.  
  1166.       fileptr = strchr (fileptr, '\n'); // proceed to next line
  1167.    }
  1168.  
  1169.    // now build our final vertex and index list
  1170.    vertices = (vertex_t *) SAFE_malloc (3 * obj.f_count, sizeof (vertex_t), false); // mallocate for the max number of vertices we can have
  1171.    indices = (unsigned long *) SAFE_malloc (3 * obj.f_count, sizeof (unsigned long), false); // mallocate for the right amount of indices
  1172.  
  1173.    // t3h mighty l00p ^^ (builds vertex and index buffers)
  1174.    memset (hashtable, 0, sizeof (hashtable)); // wipe out the hashtable
  1175.    mesh->vertice_count = 0; // start with an unoptimized list
  1176.    for (array_index = 0; array_index < obj.f_count; array_index++)
  1177.    {
  1178.       f = &obj.fs[array_index]; // quick access to current face
  1179.       OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v1);
  1180.       indices[3 * array_index + 0] = vertex_index;
  1181.       OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v2);
  1182.       indices[3 * array_index + 1] = vertex_index;
  1183.       OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v3);
  1184.       indices[3 * array_index + 2] = vertex_index;
  1185.    }
  1186.  
  1187.    // now create a correctly-sized DirectX vertex buffer and populate it
  1188.    mesh->vertex_format = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
  1189.    mesh->vertice_size = sizeof (vertex_t);
  1190.    d3ddev->CreateVertexBuffer (mesh->vertice_count * mesh->vertice_size, // length
  1191.                                D3DUSAGE_DYNAMIC, // usage
  1192.                                mesh->vertex_format, // vertex format
  1193.                                D3DPOOL_DEFAULT, // pool type
  1194.                                &mesh->d3dvertices, // pointer to the vertex buffer pointer
  1195.                                NULL); // shared handle
  1196.    mesh->d3dvertices->Lock (0, mesh->vertice_count * mesh->vertice_size, &ptr_to, D3DLOCK_DISCARD);
  1197.    memcpy (ptr_to, vertices, mesh->vertice_count * mesh->vertice_size);
  1198.    mesh->d3dvertices->Unlock ();
  1199.  
  1200.    // create a correctly-sized DirectX index buffer and populate it
  1201.    mesh->is_indexed = true; // remember that we're building an index buffer
  1202.    mesh->indice_count = obj.f_count * 3;
  1203.    mesh->indice_size = (mesh->indice_count <= (int) USHRT_MAX ? 2 : 4);
  1204.    d3ddev->CreateIndexBuffer (mesh->indice_count * mesh->indice_size, // length
  1205.                               D3DUSAGE_DYNAMIC, // usage
  1206.                               (mesh->indice_size == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32), // format (here, 16 or 32-bit)
  1207.                               D3DPOOL_DEFAULT, // pool type
  1208.                               &mesh->d3dindices, // pointer to the index buffer pointer
  1209.                               NULL); // shared handle
  1210.    mesh->d3dindices->Lock (0, mesh->indice_count * mesh->indice_size, &ptr_to, D3DLOCK_DISCARD);
  1211.    if (mesh->indice_size == 2)
  1212.       for (array_index = 0; array_index < mesh->indice_count; array_index++)
  1213.          ((unsigned short *) ptr_to)[array_index] = (unsigned short) indices[array_index];
  1214.    else
  1215.       memcpy (ptr_to, indices, mesh->indice_count * mesh->indice_size);
  1216.    mesh->d3dindices->Unlock ();
  1217.  
  1218.    // finished, free the temporary objects
  1219.    for (array_index = 0; array_index < sizeof (hashtable) / sizeof (obj_hashbucket_t); array_index++)
  1220.       SAFE_free ((void **) &hashtable[array_index].indices);
  1221.    SAFE_free ((void **) &indices);
  1222.    SAFE_free ((void **) &vertices);
  1223.    SAFE_free ((void **) &obj.vs);
  1224.    SAFE_free ((void **) &obj.ns);
  1225.    SAFE_free ((void **) &obj.tcs);
  1226.    SAFE_free ((void **) &obj.fs);
  1227.    SAFE_free ((void **) &filedata);
  1228.  
  1229.    return (true); // Wavefront Object successfully loaded, return TRUE
  1230.  
  1231.    #undef OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX
  1232.    #undef OBJ_CONVERT_INDEX
  1233.    #undef OBJ_INCREASE_OR_RESIZE
  1234. }
  1235.  
  1236.  
  1237. static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject)
  1238. {
  1239.    // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
  1240.  
  1241.    D3DXMATRIX rotation_matrix;
  1242.    D3DXMATRIX translation_matrix;
  1243.    D3DXMATRIX reflect_matrix;
  1244.    D3DXMATRIX scaling_matrix;
  1245.    material_t *material;
  1246.    D3DMATERIAL9 d3dmaterial;
  1247.    D3DXPLANE plane;
  1248.    mesh_t *mesh;
  1249.    mesh_t *tile_mesh;
  1250.    float alpha;
  1251.  
  1252.    // draw the reflection below this mesh
  1253.  
  1254.    // quick access to meshes
  1255.    mesh = &meshes[sceneobject->mesh_index];
  1256.    tile_mesh = &meshes[theme->tile_meshindex];
  1257.  
  1258.    // set the world transform at location
  1259.    D3DXPlaneFromPointNormal (&plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
  1260.    D3DXMatrixReflect (&reflect_matrix, &plane);
  1261.    D3DXMatrixRotationYawPitchRoll (&rotation_matrix, -sceneobject->pitch * TO_RADIANS, 0.0f, -sceneobject->yaw * TO_RADIANS);
  1262.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, -sceneobject->z);
  1263.    D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
  1264.  
  1265.    // tell Direct3D about our matrix
  1266.    d3ddev->SetTransform (D3DTS_WORLD, &(reflect_matrix * scaling_matrix * rotation_matrix * translation_matrix));
  1267.  
  1268.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer
  1269.    d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_LESS); // instruct how to fill the stencil buffer
  1270.    d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); // instruct how to fill the stencil buffer
  1271.  
  1272.    // set the texture for this mesh
  1273.    if (sceneobject->texture_index != -1)
  1274.       d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
  1275.    else
  1276.       d3ddev->SetTexture (0, NULL);
  1277.  
  1278.    // adjust the light reflection properties by setting the material
  1279.    if (sceneobject->material_index != -1)
  1280.       material = &materials[sceneobject->material_index]; // use the specified scene object material
  1281.    else
  1282.       material = &materials[material_count - 1]; // scene object material unspecified, use default material
  1283.    alpha = theme->reflection_alpha / 256.0f;
  1284.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency * alpha); // Alpha value not used according to SDK
  1285.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency * alpha);
  1286.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency * alpha); // Alpha value not used according to SDK
  1287.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency * alpha); // Alpha value not used according to SDK
  1288.    d3dmaterial.Power = material->shininess;
  1289.    d3ddev->SetMaterial (&d3dmaterial);
  1290.  
  1291.    // draw the mesh subset
  1292.    d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
  1293.    d3ddev->SetFVF (mesh->vertex_format);
  1294.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
  1295.    if (mesh->is_indexed)
  1296.    {
  1297.       d3ddev->SetIndices (mesh->d3dindices);
  1298.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
  1299.    }
  1300.    else
  1301.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
  1302.  
  1303.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // and disable the stencil buffer
  1304.  
  1305.    // now draw the simple shadow below this mesh
  1306.  
  1307.    // grab the tools we need in hand
  1308.    d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable the Z buffer
  1309.    d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB (255, 255, 255)); // raise ambient light
  1310.  
  1311.    // position the simple shadow sprite
  1312.    D3DXMatrixScaling (&scaling_matrix, max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), 0.0f);
  1313.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, 0.0f);
  1314.    d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * translation_matrix));
  1315.  
  1316.    // adjust the light reflection properties by setting the material
  1317.    material = &materials[material_count - 1]; // use the default material
  1318.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
  1319.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
  1320.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
  1321.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
  1322.    d3dmaterial.Power = material->shininess;
  1323.    d3ddev->SetMaterial (&d3dmaterial);
  1324.  
  1325.    d3ddev->SetTexture (0, textures[theme->shadow_textureindex].texture); // select the texture we want
  1326.  
  1327.    // and then draw it
  1328.    d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
  1329.    d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
  1330.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
  1331.    if (tile_mesh->is_indexed)
  1332.    {
  1333.       d3ddev->SetIndices (tile_mesh->d3dindices);
  1334.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
  1335.    }
  1336.    else
  1337.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
  1338.  
  1339.    // finished, reset ambient light to its previous value and enable the Z buffer back
  1340.    d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
  1341.    d3ddev->SetRenderState (D3DRS_ZENABLE, true);
  1342.  
  1343.    return; // finished
  1344. }
  1345.  
  1346.  
  1347. static void Render_DrawSceneObject (sceneobject_t *sceneobject)
  1348. {
  1349.    // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
  1350.  
  1351.    D3DXMATRIX rotation_matrix;
  1352.    D3DXMATRIX translation_matrix;
  1353.    D3DXMATRIX scaling_matrix;
  1354.    material_t *material;
  1355.    D3DMATERIAL9 d3dmaterial;
  1356.    mesh_t *mesh;
  1357.  
  1358.    // is this object a tile (i.e, it has no mesh) ?
  1359.    if (sceneobject->mesh_index == -1)
  1360.    {
  1361.       Render_DrawSceneTile (sceneobject); // then draw it as a tile instead
  1362.       return; // and return
  1363.    }
  1364.  
  1365.    // quick access to mesh
  1366.    mesh = &meshes[sceneobject->mesh_index];
  1367.  
  1368.    // set the world transform at location
  1369.    D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
  1370.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
  1371.    D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
  1372.  
  1373.    // tell Direct3D about our matrix
  1374.    d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
  1375.  
  1376.    // set the texture for this mesh
  1377.    if (sceneobject->texture_index != -1)
  1378.       d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
  1379.    else
  1380.       d3ddev->SetTexture (0, NULL);
  1381.  
  1382.    // adjust the light reflection properties by setting the material
  1383.    if (sceneobject->material_index != -1)
  1384.       material = &materials[sceneobject->material_index];
  1385.    else
  1386.       material = &materials[material_count - 1];
  1387.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
  1388.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
  1389.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
  1390.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
  1391.    d3dmaterial.Power = material->shininess;
  1392.    d3ddev->SetMaterial (&d3dmaterial);
  1393.  
  1394.    // draw the mesh subset
  1395.    d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
  1396.    d3ddev->SetFVF (mesh->vertex_format);
  1397.  
  1398.    // is there transparency on this mesh ?
  1399.    if (material->transparency < 1)
  1400.    {
  1401.       d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
  1402.       if (mesh->is_indexed)
  1403.       {
  1404.          d3ddev->SetIndices (mesh->d3dindices);
  1405.          d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
  1406.       }
  1407.       else
  1408.          d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
  1409.    }
  1410.  
  1411.    // now draw the front faces
  1412.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CCW); // draw the front faces
  1413.    if (mesh->is_indexed)
  1414.    {
  1415.       d3ddev->SetIndices (mesh->d3dindices);
  1416.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
  1417.    }
  1418.    else
  1419.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
  1420.  
  1421.    return; // finished
  1422. }
  1423.  
  1424.  
  1425. static void Render_DrawSceneTile (sceneobject_t *sceneobject)
  1426. {
  1427.    // fast helper to draw a tile (i.e, an object that doesn't have a mesh) at a specified location
  1428.  
  1429.    D3DXMATRIX rotation_matrix;
  1430.    D3DXMATRIX translation_matrix;
  1431.    D3DXMATRIX scaling_matrix;
  1432.    material_t *material;
  1433.    D3DMATERIAL9 d3dmaterial;
  1434.    mesh_t *tile_mesh;
  1435.  
  1436.    tile_mesh = &meshes[theme->tile_meshindex]; // quick access to tile mesh
  1437.  
  1438.    // grab the tools we need in hand
  1439.    d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_RGBA (0xFF, 0xFF, 0xFF, 0xFF)); // raise light
  1440.  
  1441.    // set the world transform at location
  1442.    D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
  1443.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
  1444.    D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
  1445.  
  1446.    // tell Direct3D about our matrix
  1447.    d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
  1448.  
  1449.    // adjust the light reflection properties by setting the material
  1450.    material = &materials[material_count - 1]; // use the default material for tiles
  1451.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->ambient);
  1452.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->diffuse);
  1453.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->emissive);
  1454.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->specular);
  1455.    d3dmaterial.Power = material->shininess;
  1456.    d3ddev->SetMaterial (&d3dmaterial);
  1457.  
  1458.    // select the texture we want
  1459.    d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
  1460.  
  1461.    // and then draw it
  1462.    d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
  1463.    d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
  1464.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
  1465.    if (tile_mesh->is_indexed)
  1466.    {
  1467.       d3ddev->SetIndices (tile_mesh->d3dindices);
  1468.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
  1469.    }
  1470.    else
  1471.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
  1472.  
  1473.    // finished, reset ambient light to its previous value
  1474.    d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
  1475.  
  1476.    return; // finished
  1477. }
  1478.  
  1479.  
  1480. static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha)
  1481. {
  1482.    // fast helper to draw a sprite at a specified location with certain parameters
  1483.  
  1484.    D3DXMATRIX scaling_matrix;
  1485.    texture_t *texture;
  1486.    float scale_x;
  1487.    float scale_y;
  1488.  
  1489.    texture = &textures[sprite->texture_index]; // quick access to sprite's texture
  1490.  
  1491.    scale_x = (width_percent * (float) initial_width) / (float) (100 * texture->width);
  1492.    scale_y = (height_percent * (float) initial_height) / (float) (100 * texture->height);
  1493.  
  1494.    // start rendering the sprite (an optimized version would draw all sprites in a row...)
  1495.    sprite->sprite->Begin (D3DXSPRITE_ALPHABLEND);
  1496.  
  1497.    // scale and position the sprite
  1498.    D3DXMatrixTransformation2D (&scaling_matrix, // output matrix
  1499.                                NULL, // scaling center
  1500.                                0.0f, // scaling rotation
  1501.                                &D3DXVECTOR2 (scale_x, scale_y), // scaling ratio
  1502.                                &D3DXVECTOR2 (0, 0), // rotation center
  1503.                                0.0f, // rotation
  1504.                                &D3DXVECTOR2 (x_percent * (float) initial_width / 100.0f, y_percent * (float) initial_height / 100.0f)); // translation
  1505.    sprite->sprite->SetTransform (&scaling_matrix); // tell the sprite about the scaling and position transform
  1506.  
  1507.    // now draw the sprite with the specified alpha and finish rendering
  1508.    sprite->sprite->Draw (texture->texture, NULL, NULL, NULL, D3DCOLOR_ARGB (alpha, 255, 255, 255));
  1509.    sprite->sprite->End ();
  1510.  
  1511.    return; // finished
  1512. }
  1513.  
  1514.  
  1515. static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect)
  1516. {
  1517.    // this function computes and returns the size of the rectangle the specified text will fit into. Note that text may be modified
  1518.    // to insert new lines if it doesn't fit in a single line.
  1519.  
  1520.    int char_index;
  1521.    int length;
  1522.    int optimal_length;
  1523.    bool have_split;
  1524.  
  1525.    // blank out the output rectangle
  1526.    memset (rect, 0, sizeof (RECT));
  1527.  
  1528.    // ask direct3D to compute the text size a first time
  1529.    fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
  1530.  
  1531.    // if max width is not set, set it to viewport width
  1532.    if (max_width < 0)
  1533.       max_width = initial_width; // then use it to compute the real max width
  1534.  
  1535.    // do we need more than one line ?
  1536.    if (rect->right > max_width)
  1537.    {
  1538.       // see how many lines we need and compute the optimal length of one line
  1539.       length = wcslen (text);
  1540.       optimal_length = length / (1 + rect->right / (int) max_width);
  1541.       have_split = false;
  1542.       for (char_index = optimal_length; char_index < length; char_index++)
  1543.          if (iswspace (text[char_index]))
  1544.          {
  1545.             text[char_index] = L'\n'; // interpolate linefeeds into string
  1546.             have_split = true; // remember string has been split
  1547.             char_index += optimal_length;
  1548.          }
  1549.  
  1550.       // and ask direct3D to compute the text size again
  1551.       fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
  1552.    }
  1553.  
  1554.    return; // finished
  1555. }
  1556.  
  1557.  
  1558. 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, ...)
  1559. {
  1560.    // this function displays text on the Direct3D interface according to the given parameters. X and Y are the base coordinates of
  1561.    // the text's bounding rectangle. Max_width is the maximum allowed width of this rectangle before wrapping words on a new line.
  1562.    // Horiz_align and vert_align are the alignment parameters of the RECTANGLE relatively to X and Y. Text_align is the alignment of
  1563.    // the TEXT inside this rectangle (meaning, you can have right-aligned text in a rectangle that is centered on a point). Font_id
  1564.    // 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
  1565.    // bounding rectangle, after any word wrapping corrections have been made. Fmt is a format string containing the text itself,
  1566.    // printf-style.
  1567.  
  1568.    va_list argptr;
  1569.    RECT rect;
  1570.    int left;
  1571.    int top;
  1572.  
  1573.    // concatenate all the arguments in one string
  1574.    va_start (argptr, fmt);
  1575.    wvsprintf (printf_buffer, fmt, argptr);
  1576.    va_end (argptr);
  1577.  
  1578.    // get the text boundaries
  1579.    Render_GetTextBoundaries (max_width, font_id, printf_buffer, &rect);
  1580.  
  1581.    // horizontal alignment
  1582.    if (horiz_align == ALIGN_LEFT)
  1583.       left = x;
  1584.    else if (horiz_align == ALIGN_RIGHT)
  1585.       left = x - rect.right;
  1586.    else
  1587.       left = x - rect.right / 2;
  1588.  
  1589.    // vertical alignment
  1590.    if (vert_align == ALIGN_TOP)
  1591.       top = y;
  1592.    else if (vert_align == ALIGN_BOTTOM)
  1593.       top = y - rect.bottom;
  1594.    else
  1595.       top = y - rect.bottom / 2;
  1596.  
  1597.    // now reposition our rectangle correctly acording to alignment
  1598.    OffsetRect (&rect, left, top);
  1599.  
  1600.    // and draw the text
  1601.    if (text_align == ALIGN_LEFT)
  1602.       fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_LEFT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
  1603.    else if (horiz_align == ALIGN_RIGHT)
  1604.       fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_RIGHT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
  1605.    else
  1606.       fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_CENTER, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
  1607.  
  1608.    // do we want the output rectangle ?
  1609.    if (out_rect != NULL)
  1610.       memcpy (out_rect, &rect, sizeof (rect)); // if so, copy it in the given variable
  1611.  
  1612.    return; // finished
  1613. }
  1614.  
  1615.  
  1616. static float DistanceToCamera (float x, float y, float z)
  1617. {
  1618.    // this function computes the distance of the point at coordinates x,y,z to the camera
  1619.  
  1620.    vector_t displacement;
  1621.  
  1622.    // compute displacement...
  1623.    displacement.x = x - camera_position.x;
  1624.    displacement.y = y - camera_position.y;
  1625.    displacement.z = z - camera_position.z;
  1626.  
  1627.    // ...and then Pythagores in 3D
  1628.    return (sqrtf (displacement.x * displacement.x + displacement.y * displacement.y + displacement.z * displacement.z));
  1629. }
  1630.  
  1631.  
  1632. static float FadeFloat (float from, float to, float start_time, float end_time)
  1633. {
  1634.    // helper function to return a progressive variation between from and to based on time
  1635.  
  1636.    if (end_time < current_time)
  1637.       return (to);
  1638.  
  1639.    //      base + (variation) * (               fraction of completion               )
  1640.    return (from + (to - from) * (current_time - start_time) / (end_time - start_time));
  1641. }
  1642.  
  1643.  
  1644. static unsigned long HashString (const wchar_t *string_buffer)
  1645. {
  1646.    // super fast string hash function, code courtesy of
  1647.    // http://www.azillionmonkeys.com/qed/hash.html
  1648.  
  1649.    unsigned long length;
  1650.    unsigned long hash;
  1651.    unsigned long tmp;
  1652.    int remaining;
  1653.  
  1654.    // first, get the string length and start with this as a hash value
  1655.    length = wcslen (string_buffer) * sizeof (wchar_t);
  1656.    hash = length;
  1657.  
  1658.    // figure out how many bytes there will remain after 32-bit processing
  1659.    remaining = length & 3;
  1660.    length >>= 2;
  1661.  
  1662.    // main loop, process 32-bit blocks
  1663.    for ( ; length > 0; length--)
  1664.    {
  1665.       hash += *((const unsigned short *) string_buffer);
  1666.       tmp = ((*((const unsigned short *) (string_buffer + 2))) << 11) ^ hash;
  1667.       hash = (hash << 16) ^ tmp;
  1668.       string_buffer += 2 * sizeof (unsigned short);
  1669.       hash += hash >> 11;
  1670.    }
  1671.  
  1672.    // handle the remaining bytes
  1673.    if (remaining == 3)
  1674.    {
  1675.       hash += *((const unsigned short *) string_buffer);
  1676.       hash ^= hash << 16;
  1677.       hash ^= string_buffer[sizeof (unsigned short)] << 18;
  1678.       hash += hash >> 11;
  1679.    }
  1680.    else if (remaining == 2)
  1681.    {
  1682.       hash += *((const unsigned short *) string_buffer);
  1683.       hash ^= hash << 11;
  1684.       hash += hash >> 17;
  1685.    }
  1686.    else if (remaining == 1)
  1687.    {
  1688.       hash += *string_buffer;
  1689.       hash ^= hash << 10;
  1690.       hash += hash >> 1;
  1691.    }
  1692.  
  1693.    // force "avalanching" of final 127 bits
  1694.    hash ^= hash << 3;
  1695.    hash += hash >> 5;
  1696.    hash ^= hash << 4;
  1697.    hash += hash >> 17;
  1698.    hash ^= hash << 25;
  1699.    hash += hash >> 6;
  1700.  
  1701.    return (hash); // finished, return the hash value
  1702. }
  1703.  
  1704.  
  1705. static unsigned long HashFile (const wchar_t *file_pathname)
  1706. {
  1707.    // super fast file content pseudo-hash function
  1708.  
  1709.    unsigned short value;
  1710.    struct _stat fileinfo;
  1711.    FILE *fp;
  1712.  
  1713.    // first, get info about the file
  1714.    if (_wstat (file_pathname, &fileinfo) != 0)
  1715.       return ((unsigned long) time (NULL)); // if file can't be open, return a random number
  1716.  
  1717.    // open the file
  1718.    _wfopen_s (&fp, file_pathname, L"rb");
  1719.    if (fp == NULL)
  1720.       return ((unsigned long) time (NULL)); // if file can't be open, return a random number
  1721.  
  1722.    // seek at 2/3 of file size (if file is small enough, return only its content)
  1723.    if (fileinfo.st_size >= 4)
  1724.    {
  1725.       fseek (fp, fileinfo.st_size * 2 / 3, SEEK_SET); // seek at 2/3 of file
  1726.       fread (&value, 2, 1, fp); // and read a word here
  1727.    }
  1728.    else if (fileinfo.st_size >= 2)
  1729.       fread (&value, 2, 1, fp);
  1730.    else if (fileinfo.st_size == 1)
  1731.       value = fgetc (fp);
  1732.    else
  1733.       value = 0;
  1734.  
  1735.    // finished, close the file
  1736.    fclose (fp);
  1737.  
  1738.    // and return a hash composed of the 16 lower bits of the file size and the value we read
  1739.    return ((unsigned long) (fileinfo.st_size << 16) | (unsigned long) value);
  1740. }
  1741.  
  1742.  
  1743. static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars)
  1744. {
  1745.    // this function resolves a pathname ending with .* by testing with various possible
  1746.    // file extensions until one of the files formed that way is found to exist.
  1747.  
  1748.    static wchar_t extension_list[256]; // needs to be modifiable for strtok()
  1749.    wchar_t *current_extension;
  1750.    wchar_t *wcstok_context;
  1751.    struct _stat fileinfo;
  1752.    int length;
  1753.  
  1754.    wcscpy_s (extension_list, WCHAR_SIZEOF (extension_list), extensions_separated_by_bars);
  1755.    length = wcslen (file_pathname); // get pathname length
  1756.  
  1757.    // does the pathname we want NOT end with a wildcard ?
  1758.    if ((length < 2) || (wcscmp (&file_pathname[length - 2], L".*") != 0))
  1759.       return; // no need to resolve anything
  1760.  
  1761.    // test each extension and see if a corresponding file exists
  1762.    current_extension = wcstok_s (extension_list, L"|", &wcstok_context);
  1763.    while (current_extension != NULL)
  1764.    {
  1765.       if (*current_extension == L'.')
  1766.          current_extension++; // if current extension starts with a dot, skip it
  1767.       wcscpy_s (&file_pathname[length - 1], wcslen (current_extension) + 1, current_extension);
  1768.       if (_wstat (file_pathname, &fileinfo) == 0)
  1769.          return; // found a file with this extension
  1770.       current_extension = wcstok_s (NULL, L"|", &wcstok_context);
  1771.    }
  1772.  
  1773.    wcscpy_s (&file_pathname[length - 1], 2, L"*");
  1774.    return; // if none of these extensions match, put the wildcard back and return
  1775. }
  1776.  
  1777.  
  1778. static int SortReflectedObjects (const void *object1, const void *object2)
  1779. {
  1780.    // callback function used by qsort() when sorting the reflected objects according to their distance to the viewer
  1781.  
  1782.    return ((int) (1000.0f * (((reflectedobject_t *) object2)->distance - ((reflectedobject_t *) object1)->distance)));
  1783. }
  1784.