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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 (typically equal to the max displayable size)
  185. static int initial_height = 0; // initial height of the render surface, in pixels (typically equal to the max displayable size)
  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 bool is_fsaa_supported = false;
  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 multisample_quality_count;
  224.    D3DPRESENT_PARAMETERS d3dpp;
  225.    wchar_t errorfile_path[MAX_PATH];
  226.    wchar_t line_buffer[256];
  227.    material_t material;
  228.    HRESULT ret;
  229.    RECT rect;
  230.    RECT viewport_rect;
  231.    FILE *fp;
  232.  
  233.    // create the Direct3D interface
  234.    d3d = Direct3DCreate9 (D3D_SDK_VERSION);
  235.  
  236.    // get hardware capabilities
  237.    if (FAILED (d3d->GetDeviceCaps (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &device_capabilities)))
  238.    {
  239.       MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevGetDeviceCapsFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  240.       terminate_everything = true; // this is a fatal error
  241.       return (false);
  242.    }
  243.  
  244.    // grab info from that and adjust our D3D settings
  245.    best_supported_filter = (device_capabilities.RasterCaps & D3DPRASTERCAPS_ANISOTROPY ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
  246.    behaviour_flags = (device_capabilities.VertexProcessingCaps != 0 ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING);
  247.  
  248.    // see if simple (non-maskable) full-scene antialiasing is supported and in how many quality flavors
  249.    if (SUCCEEDED (d3d->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, false, D3DMULTISAMPLE_NONMASKABLE, &multisample_quality_count)))
  250.       is_fsaa_supported = true; // remember FSAA is supported
  251.  
  252.    memset (&d3dpp, 0, sizeof (d3dpp)); // clear out the struct for use
  253.    d3dpp.Windowed = true; // always windowed (because we can't display dialog boxes in fullscreen mode)
  254.    d3dpp.BackBufferCount = 1;
  255.    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
  256.    d3dpp.hDeviceWindow = hMainWnd; // set the window to be used by Direct3D
  257.    d3dpp.EnableAutoDepthStencil = true; // enable Z-buffer and stencil buffer
  258.    d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // D3DFMT_D15S1 15 bits should be enough to store each pixel's Z depth
  259.    if (is_fsaa_supported)
  260.    {
  261.       d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE; // use multisampling (full scene antialiasing) if supported
  262.       d3dpp.MultiSampleQuality = multisample_quality_count - 1; // use the best available multisample quality
  263.    }
  264.    else
  265.    {
  266.       d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // do not use multisampling (full scene antialiasing)
  267.       d3dpp.MultiSampleQuality = 0;
  268.    }
  269.  
  270.    // get main window's current rectangle and full screen size
  271.    GetWindowRect (hMainWnd, &rect);
  272.  
  273.    // create a device class using this information and the info from the d3dpp stuct. Resize the window to the max displayable
  274.    // size before creating the DirectX device, so as to guarantee the viewport will never be upscaled in case of window resize.
  275.    MoveWindow (hMainWnd, rect.left, rect.top, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), false);
  276.    if (FAILED (ret = d3d->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd, behaviour_flags, &d3dpp, &d3ddev)))
  277.    {
  278.       MessageBox (NULL, LOCALIZE (L"Error_CouldNotCreateD3DDevCreateDeviceFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  279.  
  280.       // on error, write a log file on the user's desktop
  281.       errorfile_path[0] = 0;
  282.       SHGetSpecialFolderPath (NULL, errorfile_path, CSIDL_DESKTOP, true);
  283.       wcscat_s (errorfile_path, WCHAR_SIZEOF (errorfile_path), L"\\Chess Giants error.log");
  284.       _wfopen_s (&fp, errorfile_path, L"w, ccs=UNICODE");
  285.       if (fp != NULL)
  286.       {
  287.          fwprintf (fp, L"device_capabilities.DeviceType = %d\n", device_capabilities.DeviceType);
  288.          fwprintf (fp, L"device_capabilities.AdapterOrdinal = %ul\n", device_capabilities.AdapterOrdinal);
  289.          fwprintf (fp, L"device_capabilities.Caps = %ul\n", device_capabilities.Caps);
  290.          fwprintf (fp, L"device_capabilities.Caps2 = %ul\n", device_capabilities.Caps2);
  291.          fwprintf (fp, L"device_capabilities.Caps3 = %ul\n", device_capabilities.Caps3);
  292.          fwprintf (fp, L"device_capabilities.PresentationIntervals = %ul\n", device_capabilities.PresentationIntervals);
  293.          fwprintf (fp, L"device_capabilities.CursorCaps = %ul\n", device_capabilities.CursorCaps);
  294.          fwprintf (fp, L"device_capabilities.DevCaps = %ul\n", device_capabilities.DevCaps);
  295.          fwprintf (fp, L"device_capabilities.PrimitiveMiscCaps = %ul\n", device_capabilities.PrimitiveMiscCaps);
  296.          fwprintf (fp, L"device_capabilities.RasterCaps = %ul\n", device_capabilities.RasterCaps);
  297.          fwprintf (fp, L"device_capabilities.ZCmpCaps = %ul\n", device_capabilities.ZCmpCaps);
  298.          fwprintf (fp, L"device_capabilities.SrcBlendCaps = %ul\n", device_capabilities.SrcBlendCaps);
  299.          fwprintf (fp, L"device_capabilities.DestBlendCaps = %ul\n", device_capabilities.DestBlendCaps);
  300.          fwprintf (fp, L"device_capabilities.AlphaCmpCaps = %ul\n", device_capabilities.AlphaCmpCaps);
  301.          fwprintf (fp, L"device_capabilities.ShadeCaps = %ul\n", device_capabilities.ShadeCaps);
  302.          fwprintf (fp, L"device_capabilities.TextureCaps = %ul\n", device_capabilities.TextureCaps);
  303.          fwprintf (fp, L"device_capabilities.TextureFilterCaps = %ul\n", device_capabilities.TextureFilterCaps);
  304.          fwprintf (fp, L"device_capabilities.CubeTextureFilterCaps = %ul\n", device_capabilities.CubeTextureFilterCaps);
  305.          fwprintf (fp, L"device_capabilities.VolumeTextureFilterCaps = %ul\n", device_capabilities.VolumeTextureFilterCaps);
  306.          fwprintf (fp, L"device_capabilities.TextureAddressCaps = %ul\n", device_capabilities.TextureAddressCaps);
  307.          fwprintf (fp, L"device_capabilities.VolumeTextureAddressCaps = %ul\n", device_capabilities.VolumeTextureAddressCaps);
  308.          fwprintf (fp, L"device_capabilities.LineCaps = %ul\n", device_capabilities.LineCaps);
  309.          fwprintf (fp, L"device_capabilities.MaxTextureWidth = %ul\n", device_capabilities.MaxTextureWidth);
  310.          fwprintf (fp, L"device_capabilities.MaxTextureHeight = %ul\n", device_capabilities.MaxTextureHeight);
  311.          fwprintf (fp, L"device_capabilities.MaxVolumeExtent = %ul\n", device_capabilities.MaxVolumeExtent);
  312.          fwprintf (fp, L"device_capabilities.MaxTextureRepeat = %ul\n", device_capabilities.MaxTextureRepeat);
  313.          fwprintf (fp, L"device_capabilities.MaxTextureAspectRatio = %ul\n", device_capabilities.MaxTextureAspectRatio);
  314.          fwprintf (fp, L"device_capabilities.MaxAnisotropy = %ul\n", device_capabilities.MaxAnisotropy);
  315.          fwprintf (fp, L"device_capabilities.MaxVertexW = %f\n", device_capabilities.MaxVertexW);
  316.          fwprintf (fp, L"device_capabilities.GuardBandLeft = %f\n", device_capabilities.GuardBandLeft);
  317.          fwprintf (fp, L"device_capabilities.GuardBandTop = %f\n", device_capabilities.GuardBandTop);
  318.          fwprintf (fp, L"device_capabilities.GuardBandRight = %f\n", device_capabilities.GuardBandRight);
  319.          fwprintf (fp, L"device_capabilities.GuardBandBottom = %f\n", device_capabilities.GuardBandBottom);
  320.          fwprintf (fp, L"device_capabilities.ExtentsAdjust = %f\n", device_capabilities.ExtentsAdjust);
  321.          fwprintf (fp, L"device_capabilities.StencilCaps = %ul\n", device_capabilities.StencilCaps);
  322.          fwprintf (fp, L"device_capabilities.FVFCaps = %ul\n", device_capabilities.FVFCaps);
  323.          fwprintf (fp, L"device_capabilities.TextureOpCaps = %ul\n", device_capabilities.TextureOpCaps);
  324.          fwprintf (fp, L"device_capabilities.MaxTextureBlendStages = %ul\n", device_capabilities.MaxTextureBlendStages);
  325.          fwprintf (fp, L"device_capabilities.MaxSimultaneousTextures = %ul\n", device_capabilities.MaxSimultaneousTextures);
  326.          fwprintf (fp, L"device_capabilities.VertexProcessingCaps = %ul\n", device_capabilities.VertexProcessingCaps);
  327.          fwprintf (fp, L"device_capabilities.MaxActiveLights = %ul\n", device_capabilities.MaxActiveLights);
  328.          fwprintf (fp, L"device_capabilities.MaxUserClipPlanes = %ul\n", device_capabilities.MaxUserClipPlanes);
  329.          fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrices = %ul\n", device_capabilities.MaxVertexBlendMatrices);
  330.          fwprintf (fp, L"device_capabilities.MaxVertexBlendMatrixIndex = %ul\n", device_capabilities.MaxVertexBlendMatrixIndex);
  331.          fwprintf (fp, L"device_capabilities.MaxPointSize = %f\n", device_capabilities.MaxPointSize);
  332.          fwprintf (fp, L"device_capabilities.MaxPrimitiveCount = %ul\n", device_capabilities.MaxPrimitiveCount);
  333.          fwprintf (fp, L"device_capabilities.MaxVertexIndex = %ul\n", device_capabilities.MaxVertexIndex);
  334.          fwprintf (fp, L"device_capabilities.MaxStreams = %ul\n", device_capabilities.MaxStreams);
  335.          fwprintf (fp, L"device_capabilities.MaxStreamStride = %ul\n", device_capabilities.MaxStreamStride);
  336.          fwprintf (fp, L"device_capabilities.VertexShaderVersion = %ul\n", device_capabilities.VertexShaderVersion);
  337.          fwprintf (fp, L"device_capabilities.MaxVertexShaderConst = %ul\n", device_capabilities.MaxVertexShaderConst);
  338.          fwprintf (fp, L"device_capabilities.PixelShaderVersion = %ul\n", device_capabilities.PixelShaderVersion);
  339.          fwprintf (fp, L"device_capabilities.PixelShader1xMaxValue = %f\n", device_capabilities.PixelShader1xMaxValue);
  340.          fwprintf (fp, L"device_capabilities.DevCaps2 = %ul\n", device_capabilities.DevCaps2);
  341.          fwprintf (fp, L"device_capabilities.MaxNpatchTessellationLevel = %f\n", device_capabilities.MaxNpatchTessellationLevel);
  342.          fwprintf (fp, L"device_capabilities.Reserved5 = %ul\n", device_capabilities.Reserved5);
  343.          fwprintf (fp, L"device_capabilities.MasterAdapterOrdinal = %ul\n", device_capabilities.MasterAdapterOrdinal);
  344.          fwprintf (fp, L"device_capabilities.AdapterOrdinalInGroup = %ul\n", device_capabilities.AdapterOrdinalInGroup);
  345.          fwprintf (fp, L"device_capabilities.NumberOfAdaptersInGroup = %ul\n", device_capabilities.NumberOfAdaptersInGroup);
  346.          fwprintf (fp, L"device_capabilities.DeclTypes = %ul\n", device_capabilities.DeclTypes);
  347.          fwprintf (fp, L"device_capabilities.NumSimultaneousRTs = %ul\n", device_capabilities.NumSimultaneousRTs);
  348.          fwprintf (fp, L"device_capabilities.StretchRectFilterCaps = %ul\n", device_capabilities.StretchRectFilterCaps);
  349.          fwprintf (fp, L"device_capabilities.VS20Caps.Caps = %ul\n", device_capabilities.VS20Caps.Caps);
  350.          fwprintf (fp, L"device_capabilities.VS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.VS20Caps.DynamicFlowControlDepth);
  351.          fwprintf (fp, L"device_capabilities.VS20Caps.NumTemps = %d\n", device_capabilities.VS20Caps.NumTemps);
  352.          fwprintf (fp, L"device_capabilities.VS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.VS20Caps.StaticFlowControlDepth);
  353.          fwprintf (fp, L"device_capabilities.PS20Caps.Caps = %ul\n", device_capabilities.PS20Caps.Caps);
  354.          fwprintf (fp, L"device_capabilities.PS20Caps.DynamicFlowControlDepth = %d\n", device_capabilities.PS20Caps.DynamicFlowControlDepth);
  355.          fwprintf (fp, L"device_capabilities.PS20Caps.NumTemps = %d\n", device_capabilities.PS20Caps.NumTemps);
  356.          fwprintf (fp, L"device_capabilities.PS20Caps.StaticFlowControlDepth = %d\n", device_capabilities.PS20Caps.StaticFlowControlDepth);
  357.          fwprintf (fp, L"device_capabilities.PS20Caps.NumInstructionSlots = %d\n", device_capabilities.PS20Caps.NumInstructionSlots);
  358.          fwprintf (fp, L"device_capabilities.VertexTextureFilterCaps = %ul\n", device_capabilities.VertexTextureFilterCaps);
  359.          fwprintf (fp, L"device_capabilities.MaxVShaderInstructionsExecuted = %ul\n", device_capabilities.MaxVShaderInstructionsExecuted);
  360.          fwprintf (fp, L"device_capabilities.MaxPShaderInstructionsExecuted = %ul\n", device_capabilities.MaxPShaderInstructionsExecuted);
  361.          fwprintf (fp, L"device_capabilities.MaxVertexShader30InstructionSlots = %ul\n", device_capabilities.MaxVertexShader30InstructionSlots);
  362.          fwprintf (fp, L"device_capabilities.MaxPixelShader30InstructionSlots = %ul\n", device_capabilities.MaxPixelShader30InstructionSlots);
  363.          fwprintf (fp, L"========\n");
  364.          fwprintf (fp, L"(guessed) behaviour_flags = %ul\n", behaviour_flags);
  365.          fwprintf (fp, L"========\n");
  366.          fwprintf (fp, L"d3dpp.MultiSampleType = %d\n", d3dpp.MultiSampleType);
  367.          fwprintf (fp, L"d3dpp.MultiSampleQuality = %d\n", d3dpp.MultiSampleQuality);
  368.          fwprintf (fp, L"========\n");
  369.          fwprintf (fp, L"d3d->CreateDevice() returned %d\n", (int) ret);
  370.          fclose (fp);
  371.  
  372.          MessageBox (NULL, LOCALIZE (L"Error_GameCouldNotStartPleaseSendLogToAuthor"), LOCALIZE (L"Information"), MB_ICONINFORMATION | MB_OK);
  373.       }
  374.       else
  375.          MessageBox (NULL, LOCALIZE (L"Error_CouldNotWriteToLogFile"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  376.  
  377.       terminate_everything = true; // this is a fatal error
  378.       return (false);
  379.    }
  380.  
  381.    // save the viewport's width and height
  382.    GetClientRect (hMainWnd, &viewport_rect);
  383.    initial_width = viewport_rect.right;
  384.    initial_height = viewport_rect.bottom;
  385.  
  386.    // now resize the window to its original size
  387.    MoveWindow (hMainWnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, false);
  388.  
  389.    // set the texture parameters
  390.    d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); // wrap textures around their edges
  391.    d3ddev->SetSamplerState (0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
  392.    d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); // and modulate their alpha with the material's alpha
  393.    d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  394.    d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  395.  
  396.    // enable the Z buffer
  397.    d3ddev->SetRenderState (D3DRS_ZENABLE, true);
  398.  
  399.    // disable the stencil buffer
  400.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, false);
  401.  
  402.    // normalize the face normals (if we don't, scaling will cause problems with lighting computations)
  403.    d3ddev->SetRenderState (D3DRS_NORMALIZENORMALS, true);
  404.  
  405.    // turn on alpha blending
  406.    d3ddev->SetRenderState (D3DRS_ALPHABLENDENABLE, true);
  407.    d3ddev->SetRenderState (D3DRS_BLENDOP, D3DBLENDOP_ADD);
  408.    d3ddev->SetRenderState (D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  409.    d3ddev->SetRenderState (D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  410.  
  411.    // use all of the materials' light reflection properties
  412.    d3ddev->SetRenderState (D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
  413.    d3ddev->SetRenderState (D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
  414.    d3ddev->SetRenderState (D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
  415.    d3ddev->SetRenderState (D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
  416.    d3ddev->SetRenderState (D3DRS_COLORVERTEX, false);
  417.  
  418.    // enable 3D lighting
  419.    d3ddev->SetRenderState (D3DRS_LIGHTING, true);
  420.  
  421.    // open and parse the materials file and build the materials list
  422.    materials = NULL;
  423.    material_count = 0;
  424.    _wfopen_s (&fp, L"materials.cfg", L"r, ccs=UNICODE");
  425.    if (fp != NULL)
  426.    {
  427.       // read line per line...
  428.       while (fgetws (line_buffer, WCHAR_SIZEOF (line_buffer), fp) != NULL)
  429.       {
  430.          // can we read a complete material line ?
  431.          if (swscanf_s (line_buffer, L"\"%[^\"]\" %f %f %f %f %f %f", material.name, WCHAR_SIZEOF (material.name), &material.ambient, &material.diffuse, &material.emissive, &material.specular, &material.shininess, &material.transparency) == 7)
  432.          {
  433.             materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
  434.             memcpy (&materials[material_count], &material, sizeof (material_t));
  435.             material_count++; // if so, append this new material to the materials array
  436.          }
  437.       }
  438.       fclose (fp); // finished, close the file
  439.    }
  440.    materials = (material_t *) SAFE_realloc (materials, material_count, material_count + 1, sizeof (material_t), false);
  441.    wcscpy_s (materials[material_count].name, WCHAR_SIZEOF (materials[material_count].name), default_materialname);
  442.    materials[material_count].ambient = 1.0f;
  443.    materials[material_count].diffuse = 1.0f;
  444.    materials[material_count].emissive = 0.0f;
  445.    materials[material_count].specular = 0.0f;
  446.    materials[material_count].shininess = 0.0f;
  447.    materials[material_count].transparency = 1.0f;
  448.    material_count++; // append a default material at the end of the array and we're all set
  449.  
  450.    return (true); // finished
  451. }
  452.  
  453.  
  454. void Render_Shutdown (void)
  455. {
  456.    // this function shuts down the Direct3D interfaces and releases the Direct3D COM objects
  457.  
  458.    int array_index;
  459.  
  460.    // close and release font data
  461.    SAFE_free ((void **) &fonts);
  462.    font_count = 0;
  463.  
  464.    // close and release sprite data
  465.    SAFE_free ((void **) &sprites);
  466.    sprite_count = 0;
  467.  
  468.    // close and release meshes data
  469.    if (meshes != NULL)
  470.    {
  471.       for (array_index = 0; array_index < mesh_count; array_index++)
  472.       {
  473.          if (meshes[array_index].d3dindices != NULL)
  474.             meshes[array_index].d3dindices->Release ();
  475.          meshes[array_index].d3dindices = NULL;
  476.  
  477.          if (meshes[array_index].d3dvertices != NULL)
  478.             meshes[array_index].d3dvertices->Release ();
  479.          meshes[array_index].d3dvertices = NULL;
  480.       }
  481.    }
  482.    meshes = NULL;
  483.    mesh_count = 0;
  484.  
  485.    // close and release texture data
  486.    if (textures != NULL)
  487.    {
  488.       for (array_index = 0; array_index < texture_count; array_index++)
  489.          if (textures[array_index].texture != NULL)
  490.             textures[array_index].texture->Release ();
  491.       SAFE_free ((void **) &textures);
  492.    }
  493.    texture_count = 0;
  494.  
  495.    // close and release materials data
  496.    SAFE_free ((void **) &materials);
  497.    material_count = 0;
  498.  
  499.    // close and release the 3D device
  500.    if (d3ddev != NULL)
  501.       d3ddev->Release ();
  502.    d3ddev = NULL;
  503.  
  504.    // close and release Direct3D
  505.    if (d3d != NULL)
  506.       d3d->Release ();
  507.    d3d = NULL;
  508.  
  509.    return; // finished
  510. }
  511.  
  512.  
  513. void Render_RenderFrame (scene_t *scene)
  514. {
  515.    // this is the function used to render a single frame
  516.  
  517.    static int framerate_value = 0;
  518.    static int framerate_count = 0;
  519.    static float framerate_time = 0;
  520.  
  521.    D3DXMATRIX scaling_matrix;
  522.    D3DXMATRIX translation_matrix;
  523.    D3DXMATRIX view_matrix; // the view transform matrix
  524.    D3DXMATRIX projection_matrix; // the projection transform matrix
  525.    D3DLIGHT9 dxlight;
  526.    RECT rect;
  527.    float angle;
  528.    float sin_pitch;
  529.    float sin_yaw;
  530.    float cos_pitch;
  531.    float cos_yaw;
  532.    int light_index;
  533.    int object_index;
  534.    int cchistory_index;
  535.    int cchistory_index2;
  536.    int combined_width;
  537.    int combined_height;
  538.    light_t *light;
  539.    ccreply_t *ccreply;
  540.    sceneobject_t *sceneobject;
  541.    reflectedobject_t *reflectedobjects; // mallocated
  542.    int reflectedobject_count;
  543.    reflectedobject_t *otherobjects; // mallocated
  544.    int otherobject_count;
  545.  
  546.    if (terminate_everything)
  547.       return; // consistency check
  548.  
  549.    // get the device view port and save the actual width and height
  550.    GetClientRect (hMainWnd, &rect);
  551.    current_width = (float) rect.right; // they may differ from window width and window height
  552.    current_height = (float) rect.bottom; // because of title bars, menus, borders, etc.
  553.  
  554.    // clear the back buffer, the Z buffer and the stencil buffer
  555.    d3ddev->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 0);
  556.    d3ddev->BeginScene (); // begins the 3D scene
  557.  
  558.    ////////////////////////////////////////
  559.    // Setup scene lights
  560.  
  561.    // There are three types of light : ambient, diffuse and specular.
  562.    // Diffuse lights can be of type directional (sun), point (bulb) or spot (flashlight).
  563.  
  564.    // The attenuation formula for point lights is :
  565.    // Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
  566.  
  567.    // In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
  568.  
  569.    // set the default lighting color
  570.    ambient_light = RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (theme->illum.ambient_light));
  571.    d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
  572.  
  573.    // for each light...
  574.    for (light_index = 0; light_index < theme->illum.light_count; light_index++)
  575.    {
  576.       light = &theme->illum.lights[light_index]; // quick access to light
  577.  
  578.       memset (&dxlight, 0, sizeof (dxlight)); // clear out the dxlight struct for use
  579.  
  580.       // set its type
  581.       if (light->type == LIGHT_DIRECTIONAL)
  582.          dxlight.Type = D3DLIGHT_DIRECTIONAL; // directional light (e.g, sun)
  583.       else if (light->type == LIGHT_POINT)
  584.          dxlight.Type = D3DLIGHT_POINT; // point light (e.g, light bulb)
  585.       else if (light->type == LIGHT_SPOT)
  586.          dxlight.Type = D3DLIGHT_SPOT; // spot light (e.g, flash light)
  587.       else
  588.       {
  589.          d3ddev->LightEnable (light_index, false); // unknown light ; turn off light #index
  590.          continue; // and proceed to the next one
  591.       }
  592.  
  593.       // set its parameters
  594.       dxlight.Diffuse = D3DXCOLOR (RGBACOLOR_TO_ARGBCOLOR (RGBACOLOR_FULLALPHA (light->color)));
  595.       dxlight.Specular = D3DXCOLOR (0xffffffff);
  596.       dxlight.Position.x = light->pos_x;
  597.       dxlight.Position.y = light->pos_y;
  598.       dxlight.Position.z = light->pos_z;
  599.       dxlight.Direction.x = light->direction_x;
  600.       dxlight.Direction.y = light->direction_y;
  601.       dxlight.Direction.z = light->direction_z;
  602.       dxlight.Range = light->range; // light won't be computed after this distance
  603.       dxlight.Attenuation0 = light->attenuation_constant; // constant attenuation, see formula
  604.       dxlight.Attenuation1 = light->attenuation_proportional; // proportional attenuation, see formula
  605.       dxlight.Attenuation2 = light->attenuation_square; // square attenuation, see formula
  606.       dxlight.Phi = light->cone_outer * TO_RADIANS; // outer spot cone
  607.       dxlight.Theta = light->cone_inner * TO_RADIANS; // inner spot cone
  608.  
  609.       d3ddev->SetLight (light_index, &dxlight); // send the light struct properties to light #index
  610.       d3ddev->LightEnable (light_index, true); // turn on light #index
  611.    }
  612.  
  613.    ////////////////////////////////
  614.    // View transform
  615.  
  616.    // compute the sine and cosine of the pitch component
  617.    angle = current_pitch * TO_RADIANS;
  618.    sin_pitch = sinf (angle);
  619.    cos_pitch = cosf (angle);
  620.  
  621.    // compute the sine and cosine of the yaw component
  622.    angle = current_yaw * TO_RADIANS;
  623.    sin_yaw = sinf (angle);
  624.    cos_yaw = cosf (angle);
  625.  
  626.    // build the camera position
  627.    camera_position.x = (float) -(cos_pitch * cos_yaw) * current_distance;
  628.    camera_position.y = (float) -(cos_pitch * sin_yaw) * current_distance;
  629.    camera_position.z = (float) sin_pitch * current_distance;
  630.  
  631.    // set up a view matrix
  632.    D3DXMatrixLookAtLH (&view_matrix,
  633.                        (D3DXVECTOR3 *) &camera_position, // camera position
  634.                        (D3DXVECTOR3 *) &scene_center, // look-at position
  635.                        (D3DXVECTOR3 *) &upwards_direction); // up direction
  636.  
  637.    // tell Direct3D about our matrix
  638.    d3ddev->SetTransform (D3DTS_VIEW, &view_matrix);
  639.  
  640.    /////////////////////////////////////
  641.    // Projection transform
  642.  
  643.    // set up a projection matrix
  644.    D3DXMatrixPerspectiveFovLH (&projection_matrix,
  645.                                fov_value * TO_RADIANS, // field of view width
  646.                                current_width / current_height, // aspect ratio
  647.                                viewdist_near, viewdist_far); // view plane distances
  648.  
  649.    // tell Direct3D about our matrix
  650.    d3ddev->SetTransform (D3DTS_PROJECTION, &projection_matrix);
  651.  
  652.    /////////////////////////////////////
  653.    // End of the transforms
  654.  
  655.    // if we want it, enable specular lighting
  656.    d3ddev->SetRenderState (D3DRS_SPECULARENABLE, options.want_specularlighting);
  657.  
  658.    // turn on texture filtering if needed
  659.    if (options.want_filtering)
  660.    {
  661.       d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, best_supported_filter);
  662.       d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, best_supported_filter);
  663.       d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
  664.  
  665.       // turn on fullscene antialiasing only if capable
  666.       d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, is_fsaa_supported);
  667.    }
  668.    else
  669.    {
  670.       d3ddev->SetSamplerState (0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
  671.       d3ddev->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
  672.       d3ddev->SetSamplerState (0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
  673.  
  674.       // turn off fullscene antialiasing
  675.       d3ddev->SetRenderState (D3DRS_MULTISAMPLEANTIALIAS, false);
  676.    }
  677.  
  678.    /////////////////////////////////////////////////////////////
  679.    // draw the background elements. No need for a Z buffer here.
  680.  
  681.    d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable depth testing
  682.  
  683.    // draw the background sprite, if any
  684.    if (scene->background_spriteindex >= 0)
  685.       Render_DrawSprite (&sprites[scene->background_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0xFF);
  686.  
  687.    // draw the table border
  688.    Render_DrawSceneObject (&scene->objects[0]);
  689.    Render_DrawSceneObject (&scene->objects[1]);
  690.  
  691.    // draw the table and build the stencil buffer at the same time
  692.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer (i.e. the "frame" for drawing table reflections)
  693.    d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // instruct how to fill it
  694.    d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); // instruct how to fill it
  695.    Render_DrawSceneObject (&scene->objects[2]); // draw the table squares in the stencil buffer
  696.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // finished drawing the stencil buffer
  697.  
  698.    d3ddev->SetRenderState (D3DRS_ZENABLE, true); // re-enable depth testing
  699.  
  700.    ////////////////////////////////////////////////////////////
  701.    // draw the scene objects and their reflections on the table
  702.  
  703.    // start with the reflections if we want them, and if the table does it
  704.    if (options.want_reflections && (theme->reflection_alpha > 0))
  705.    {
  706.       // build an array of reflected objects with their distances
  707.       reflectedobjects = NULL;
  708.       reflectedobject_count = 0;
  709.       otherobjects = NULL;
  710.       otherobject_count = 0;
  711.  
  712.       // cycle through all parts and see which ones need to be reflected
  713.       for (object_index = 3; object_index < scene->object_count; object_index++)
  714.       {
  715.          sceneobject = &scene->objects[object_index]; // quick access to scene object
  716.  
  717.          // is this object a mesh AND it's above the ground ?
  718.          if ((sceneobject->mesh_index != -1) && (sceneobject->z > 0))
  719.          {
  720.             // yes it is. It thus needs to be reflected, so add it to the list
  721.             reflectedobjects = (reflectedobject_t *) SAFE_realloc (reflectedobjects, reflectedobject_count, reflectedobject_count + 1, sizeof (reflectedobject_t), false);
  722.             reflectedobjects[reflectedobject_count].object = sceneobject; // save scene object
  723.             reflectedobjects[reflectedobject_count].distance = DistanceToCamera (sceneobject->x, sceneobject->y, sceneobject->z);
  724.             reflectedobject_count++; // we have now one object more to reflect
  725.          }
  726.          else
  727.          {
  728.             // no it's not. It doesn't need to be reflected, so add it to the other list
  729.             otherobjects = (reflectedobject_t *) SAFE_realloc (otherobjects, otherobject_count, otherobject_count + 1, sizeof (reflectedobject_t), false);
  730.             otherobjects[otherobject_count].object = sceneobject; // save scene object
  731.             otherobjects[otherobject_count].distance = 0;
  732.             otherobject_count++; // we have now one object more to reflect
  733.          }
  734.       }
  735.  
  736.       // now sort them from farthest to closest and draw them in this order
  737.       qsort (reflectedobjects, reflectedobject_count, sizeof (reflectedobject_t), SortReflectedObjects);
  738.       for (object_index = 0; object_index < reflectedobject_count; object_index++)
  739.          Render_DrawSceneObjectReflection (reflectedobjects[object_index].object); // draw the reflection
  740.       for (object_index = 0; object_index < reflectedobject_count; object_index++)
  741.          Render_DrawSceneObject (reflectedobjects[object_index].object); // and draw the objects afterwards
  742.       for (object_index = 0; object_index < otherobject_count; object_index++)
  743.          Render_DrawSceneObject (otherobjects[object_index].object); // finally, draw the non-reflected objects
  744.  
  745.       SAFE_free ((void **) &reflectedobjects); // and free the reflected objects array
  746.       SAFE_free ((void **) &otherobjects); // and the non-reflected objects array
  747.    }
  748.    else
  749.       for (object_index = 3; object_index < scene->object_count; object_index++)
  750.          Render_DrawSceneObject (&scene->objects[object_index]); // else if no reflections, draw the objects, the Z-buffer will sort them
  751.  
  752.    // draw the overlay texture if required
  753.    if (scene->overlay_spriteindex >= 0)
  754.       Render_DrawSprite (&sprites[scene->overlay_spriteindex], 0.0f, 0.0f, 100.0f, 100.0f, 0x4F);
  755.  
  756.    ///////////////
  757.    // draw the GUI
  758.  
  759.    // draw the arrows
  760.    DRAW_BUTTON_IF_NEEDED (scene->gui.larrow); // left arrow
  761.    DRAW_BUTTON_IF_NEEDED (scene->gui.rarrow); // right arrow
  762.    DRAW_TEXT_IF_NEEDED (scene->gui.arrow_text); // arrow text
  763.  
  764.    if (want_framerate)
  765.       Render_wprintf (initial_width - 10, 10, 62, ALIGN_RIGHT, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex, D3DCOLOR_RGBA (255, 255, 255, 255), NULL,
  766.                       L"%d textures\n"
  767.                       L"%d meshes\n"
  768.                       L"%d fonts\n"
  769.                       L"%d sprites\n"
  770.                       L"%d fps", texture_count, mesh_count, font_count, sprite_count, framerate_value);
  771.  
  772.    // draw the other GUI buttons
  773.    DRAW_BUTTON_IF_NEEDED (scene->gui.chatbutton); // chat button
  774.    DRAW_BUTTON_IF_NEEDED (scene->gui.gamesbutton); // games button
  775.    DRAW_BUTTON_IF_NEEDED (scene->gui.peoplebutton); // people button
  776.  
  777.    // does the parts pick line need to be displayed ?
  778.    if (scene->gui.is_partspick_displayed)
  779.    {
  780. #define PARTSIZE_PCT (100.0f / 13.0f)
  781.  
  782.       if (scene->gui.partspick_selectedpart == 'P')      Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  0.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  783.       else if (scene->gui.partspick_selectedpart == 'R') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  1.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  784.       else if (scene->gui.partspick_selectedpart == 'N') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  2.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  785.       else if (scene->gui.partspick_selectedpart == 'B') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  3.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  786.       else if (scene->gui.partspick_selectedpart == 'Q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  4.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  787.       else if (scene->gui.partspick_selectedpart == 'K') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  5.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  788.       else if (scene->gui.partspick_selectedpart == ' ') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  6.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  789.       else if (scene->gui.partspick_selectedpart == 'k') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  7.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  790.       else if (scene->gui.partspick_selectedpart == 'q') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  8.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  791.       else if (scene->gui.partspick_selectedpart == 'b') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex],  9.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  792.       else if (scene->gui.partspick_selectedpart == 'n') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 10.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  793.       else if (scene->gui.partspick_selectedpart == 'r') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 11.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  794.       else if (scene->gui.partspick_selectedpart == 'p') Render_DrawSprite (&sprites[theme->lastmovetarget_spriteindex], 12.0f * PARTSIZE_PCT, 0.0f, PARTSIZE_PCT, 11.0f, 0xFF);
  795.  
  796.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_PAWN]],       0.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'P') || (scene->gui.partspick_selectedpart == 'P')) ? 0xFF : 0x7F)); // white pawn
  797.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_ROOK]],       1.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'R') || (scene->gui.partspick_selectedpart == 'R')) ? 0xFF : 0x7F)); // white rook
  798.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_KNIGHT]],     2.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'N') || (scene->gui.partspick_selectedpart == 'N')) ? 0xFF : 0x7F)); // white knight
  799.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_BISHOP]],     3.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'B') || (scene->gui.partspick_selectedpart == 'B')) ? 0xFF : 0x7F)); // white bishop
  800.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_QUEEN]],      4.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'Q') || (scene->gui.partspick_selectedpart == 'Q')) ? 0xFF : 0x7F)); // white queen
  801.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_WHITE][PART_KING]],       5.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'K') || (scene->gui.partspick_selectedpart == 'K')) ? 0xFF : 0x7F)); // white king
  802.       Render_DrawSprite (&sprites[theme->lastmovesource_spriteindex],         6.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == ' ') || (scene->gui.partspick_selectedpart == ' ')) ? 0xFF : 0x7F)); // erase mark
  803.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_KING]],       7.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'k') || (scene->gui.partspick_selectedpart == 'k')) ? 0xFF : 0x7F)); // black king
  804.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_QUEEN]],      8.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'q') || (scene->gui.partspick_selectedpart == 'q')) ? 0xFF : 0x7F)); // black queen
  805.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_BISHOP]],     9.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'b') || (scene->gui.partspick_selectedpart == 'b')) ? 0xFF : 0x7F)); // black bishop
  806.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_KNIGHT]],    10.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'n') || (scene->gui.partspick_selectedpart == 'n')) ? 0xFF : 0x7F)); // black knight
  807.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_ROOK]],      11.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'r') || (scene->gui.partspick_selectedpart == 'r')) ? 0xFF : 0x7F)); // black rook
  808.       Render_DrawSprite (&sprites[theme->flatsprites[COLOR_BLACK][PART_PAWN]],      12.0f * PARTSIZE_PCT, 0, PARTSIZE_PCT, 11.0f, (((scene->gui.partspick_hoveredpart == 'p') || (scene->gui.partspick_selectedpart == 'p')) ? 0xFF : 0x7F)); // black pawn
  809.  
  810. #undef PARTSIZE_PCT
  811.    }
  812.  
  813.    // draw GUI texts
  814.    DRAW_TEXT_IF_NEEDED (scene->gui.comment_text); // move comments
  815.    DRAW_TEXT_IF_NEEDED (scene->gui.history_text); // game history
  816.    DRAW_TEXT_IF_NEEDED (scene->gui.clock_text); // game clock
  817.  
  818.    // draw the chatter channels text
  819.    Render_GetTextBoundaries (-1, chat_fontindex, L"a", &rect);
  820.    combined_height = rect.bottom; // get a string's height
  821.  
  822.    // cycle through all the chat strings...
  823.    ccreply = NULL;
  824.    for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
  825.    {
  826.       ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
  827.       if ((ccreply->text[0] != 0) && (ccreply->arrival_time + 60.0f > current_time))
  828.          break; // break at the first one that we should display
  829.    }
  830.  
  831.    // have we some to display ?
  832.    if (cchistory_index < scene->gui.cchistory_count)
  833.    {
  834.       // first, get the remaining text's combined height
  835.       for (cchistory_index2 = cchistory_index; cchistory_index2 < scene->gui.cchistory_count; cchistory_index2++)
  836.       {
  837.          ccreply = &scene->gui.cchistory[cchistory_index2]; // quick access to CC reply
  838.  
  839.          combined_width = 10;
  840.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, L"[] : ", &rect);
  841.          combined_width += rect.right;
  842.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->channelname, &rect);
  843.          combined_width += rect.right;
  844.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->nickname, &rect);
  845.          combined_width += rect.right;
  846.          Render_GetTextBoundaries (initial_width - combined_width, chat_fontindex, ccreply->text, &rect);
  847.          combined_height += rect.bottom; // add this string's height
  848.       }
  849.  
  850.       // now for each string remaining...
  851.       for (; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
  852.       {
  853.          ccreply = &scene->gui.cchistory[cchistory_index]; // quick access to CC reply
  854.          rect.right = 10;
  855.          PRINT_CCREPLY (ccreply); // print CC reply on screen
  856.          combined_height -= (rect.bottom - rect.top); // draw it from top of zone to bottom
  857.       }
  858.    }
  859.  
  860.    // are we online ?
  861.    if (Player_FindByType (PLAYER_INTERNET) != NULL)
  862.    {
  863.       ccreply = &scene->gui.entered_ccreply;
  864.       if (!scene->gui.is_entering_text)
  865.          ccreply->color = RGBACOLOR_SETALPHA (ccreply->color, RGBACOLOR_ALPHA (ccreply->color) / 6); // if there's no text being entered, fade CC reply a lot
  866.  
  867.       rect.right = 10;
  868.       PRINT_CCREPLY (ccreply); // print CC reply on screen
  869.    }
  870.  
  871.    // print GUI texts
  872.    DRAW_TEXT_IF_NEEDED (scene->gui.turn_text); // player turn's text
  873.    DRAW_TEXT_IF_NEEDED (scene->gui.central_text); // central notification zone text
  874.  
  875.    // if needed, print the spinning wheel
  876.    if (scene->gui.want_spinwheel)
  877.       Render_DrawSprite (&sprites[spinner_spriteindex[(int) (10.0f * current_time) % 12]], 47.0f, 46.0f, 6.0f, 8.0f, 255);
  878.  
  879.    // are we in demo mode ? if so, display the program name as a watermark
  880. #ifdef DEMO
  881.    Render_wprintf (initial_width / 2, initial_height * 2 / 3, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, chat_fontindex,
  882.                    D3DCOLOR_RGBA (255, 255, 255, 191),
  883.                    NULL, PROGRAM_NAME L" - " PROGRAM_URL L"\n- %d:%02d -", (int) (DEMO_TIMEOUT - current_time) / 60, (int) (DEMO_TIMEOUT - current_time) % 60);
  884. #endif // DEMO
  885.  
  886.    // end 3D rendering on the back buffer
  887.    //////////////////////////////////////
  888.  
  889.    d3ddev->EndScene (); // ends the 3D scene
  890.    d3ddev->Present (NULL, NULL, NULL, NULL); // displays the created frame on the screen
  891.  
  892.    // update the frame rate
  893.    if (framerate_time < current_time)
  894.    {
  895.       framerate_value = framerate_count;
  896.       framerate_count = 0;
  897.       framerate_time = current_time + 1.0f;
  898.    }
  899.    framerate_count++; // one frame more elapsed
  900.  
  901.    return; // finished
  902. }
  903.  
  904.  
  905. int Render_LoadMesh (const wchar_t *fmt, ...)
  906. {
  907.    // this function appends a new mesh in the global meshes buffer and returns its index
  908.  
  909.    static wchar_t meshfile_pathname[MAX_PATH];
  910.    unsigned long hash;
  911.    mesh_t *mesh;
  912.    int mesh_index;
  913.    va_list argptr;
  914.  
  915.    // concatenate all the arguments in one string
  916.    va_start (argptr, fmt);
  917.    wvsprintf (meshfile_pathname, fmt, argptr);
  918.    va_end (argptr);
  919.  
  920.    // resolve wildcards and get content hash
  921.    ResolveWildcard (meshfile_pathname, L".obj");
  922.    hash = HashFile (meshfile_pathname);
  923.    
  924.    // now cycle through all our loaded meshes and see if it's already loaded
  925.    for (mesh_index = 0; mesh_index < mesh_count; mesh_index++)
  926.       if (meshes[mesh_index].hash == hash)
  927.          return (mesh_index); // if we can find it, return its index so as not to load it twice
  928.  
  929.    // reallocate space to hold one mesh more
  930.    meshes = (mesh_t *) SAFE_realloc (meshes, mesh_count, mesh_count + 1, sizeof (mesh_t), false);
  931.    mesh = &meshes[mesh_count]; // quick access to the mesh we'll be working on
  932.  
  933.    // load the mesh
  934.    if (!Render_LoadMesh_Obj (mesh, meshfile_pathname))
  935.       return (-1); // bomb out on error
  936.  
  937.    mesh->hash = hash; // save the hash
  938.    mesh_count++; // we know now one mesh more
  939.    return (mesh_count - 1); // return its index
  940. }
  941.  
  942.  
  943. int Render_LoadTexture (const wchar_t *fmt, ...)
  944. {
  945.    // this function appends a new texture in the global textures buffer and returns its index
  946.  
  947.    D3DSURFACE_DESC texture_description;
  948.    wchar_t texturefile_pathname[MAX_PATH];
  949.    static wchar_t *filename;
  950.    unsigned long hash;
  951.    int texture_index;
  952.    va_list argptr;
  953.  
  954.    // concatenate all the arguments in one string
  955.    va_start (argptr, fmt);
  956.    wvsprintf (texturefile_pathname, fmt, argptr);
  957.    va_end (argptr);
  958.  
  959.    // resolve wildcards and get content hash
  960.    ResolveWildcard (texturefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
  961.    hash = HashFile (texturefile_pathname);
  962.  
  963.    // now cycle through all our loaded textures and see if it's already loaded
  964.    for (texture_index = 0; texture_index < texture_count; texture_index++)
  965.       if (textures[texture_index].hash == hash)
  966.          return (texture_index); // if we can find it, return its index so as not to load it twice
  967.  
  968.    // reallocate space to hold one texture more
  969.    textures = (texture_t *) SAFE_realloc (textures, texture_count, texture_count + 1, sizeof (texture_t), false);
  970.  
  971.    // ask Direct3D to prepare texture data
  972.    if (FAILED (D3DXCreateTextureFromFile (d3ddev, texturefile_pathname, &textures[texture_count].texture)))
  973.    {
  974.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  975.       terminate_everything = true; // this is a fatal error
  976.       return (-1); // bomb out on error
  977.    }
  978.  
  979.    // get info on the newly loaded texture such as size etc.
  980.    textures[texture_count].texture->GetLevelDesc (0, &texture_description);
  981.    textures[texture_count].width = texture_description.Width; // save texture width (as loaded)
  982.    textures[texture_count].height = texture_description.Height; // save texture height (as loaded)
  983.    textures[texture_count].hash = hash; // save its hash
  984.    texture_count++; // we know now one texture more
  985.    return (texture_count - 1); // return its index
  986. }
  987.  
  988.  
  989. int Render_LoadFont (const wchar_t *font_name, int font_size, bool is_bold, bool is_italic)
  990. {
  991.    // this function appends a new font in the global fonts buffer and returns its index
  992.  
  993.    unsigned long pathname_hash;
  994.    int font_index;
  995.  
  996.    // first, get the hash of the requested pathname (include font size and weight parameters)
  997.    pathname_hash = HashString (font_name);
  998.    pathname_hash += 3 * (unsigned long) font_size + 2 * (unsigned long) is_bold + (unsigned long) is_italic;
  999.  
  1000.    // now cycle through all our loaded fonts and see if it's already loaded
  1001.    for (font_index = 0; font_index < font_count; font_index++)
  1002.       if (fonts[font_index].pathname_hash == pathname_hash)
  1003.          return (font_index); // if we can find it, return its index so as not to load it twice
  1004.  
  1005.    // reallocate space to hold one font more
  1006.    fonts = (font_t *) SAFE_realloc (fonts, font_count, font_count + 1, sizeof (font_t), false);
  1007.  
  1008.    // create a Direct3D font object and record font data
  1009.    if (FAILED (D3DXCreateFont (d3ddev, font_size, // font height
  1010.                                0, // font width
  1011.                                (is_bold ? FW_BOLD : FW_NORMAL), // font weight (bold, etc)
  1012.                                0, // miplevels
  1013.                                is_italic, // is italic
  1014.                                DEFAULT_CHARSET, // charset
  1015.                                OUT_DEFAULT_PRECIS, // precision
  1016.                                CLEARTYPE_QUALITY, // font quality (antialiased or not)
  1017.                                DEFAULT_PITCH | FF_DONTCARE, // font family
  1018.                                font_name, // font name
  1019.                                &fonts[font_count].font))) // and a pointer that will receive the font
  1020.    {
  1021.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddFontD3DXCreateFontFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  1022.       terminate_everything = true; // this is a fatal error
  1023.       return (-1); // bomb out on error
  1024.    }
  1025.  
  1026.    fonts[font_count].pathname_hash = pathname_hash; // save its hash
  1027.    font_count++; // we know now one font more
  1028.    return (font_count - 1); // return its index
  1029. }
  1030.  
  1031.  
  1032. int Render_LoadSprite (const wchar_t *fmt, ...)
  1033. {
  1034.    // this function appends a new sprite in the global sprites buffer and returns its index
  1035.  
  1036.    wchar_t spritefile_pathname[MAX_PATH];
  1037.    unsigned long hash;
  1038.    int sprite_index;
  1039.    va_list argptr;
  1040.  
  1041.    // concatenate all the arguments in one string
  1042.    va_start (argptr, fmt);
  1043.    wvsprintf (spritefile_pathname, fmt, argptr);
  1044.    va_end (argptr);
  1045.  
  1046.    // resolve wildcards and get content hash
  1047.    ResolveWildcard (spritefile_pathname, L".dds|.jpg|.jpeg|.png|.tga|.bmp");
  1048.    hash = HashFile (spritefile_pathname);
  1049.  
  1050.    // now cycle through all our loaded sprites and see if it's already loaded
  1051.    for (sprite_index = 0; sprite_index < sprite_count; sprite_index++)
  1052.       if (sprites[sprite_index].hash == hash)
  1053.          return (sprite_index); // if we can find it, return its index so as not to load it twice
  1054.  
  1055.    // reallocate space to hold one sprite more
  1056.    sprites = (sprite_t *) SAFE_realloc (sprites, sprite_count, sprite_count + 1, sizeof (sprite_t), false);
  1057.  
  1058.    // ask Direct3D to prepare texture data
  1059.    if (FAILED (D3DXCreateSprite (d3ddev, &sprites[sprite_count].sprite)))
  1060.    {
  1061.       MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK);
  1062.       terminate_everything = true; // this is a fatal error
  1063.       return (-1); // bomb out on error
  1064.    }
  1065.    sprites[sprite_count].texture_index = Render_LoadTexture (spritefile_pathname); // register and save sprite texture
  1066.    sprites[sprite_count].hash = hash; // save its hash
  1067.  
  1068.    sprite_count++; // we know now one sprite more
  1069.    return (sprite_count - 1); // return its index
  1070. }
  1071.  
  1072.  
  1073. int Render_MaterialIndexOf (const wchar_t *material_name)
  1074. {
  1075.    // this function returns the index of the material in the global materials array which has the specified name
  1076.  
  1077.    int material_index;
  1078.  
  1079.    // cycle through all materials and look whether one with the specified name exists
  1080.    for (material_index = 0; material_index < material_count; material_index++)
  1081.       if (_wcsicmp (materials[material_index].name, material_name) == 0)
  1082.          return (material_index); // if we find one, return its index
  1083.  
  1084.    return (material_count - 1); // else return the index of the last material in list, which is the default material
  1085. }
  1086.  
  1087.  
  1088. void Render_MouseToFloor (short mouse_x, short mouse_y, float *floor_x, float *floor_y)
  1089. {
  1090.    // this function converts a mouse coordinates into floor coordinates by doing vector
  1091.    // projection on the floor plane from the eyepoint of the camera
  1092.  
  1093.    static D3DXPLANE floor_plane;
  1094.    static bool is_planefound = false;
  1095.  
  1096.    D3DXMATRIX projection_matrix;
  1097.    D3DXMATRIX view_matrix;
  1098.    D3DXMATRIX invertedview_matrix;
  1099.    float mouse_pitch;
  1100.    float mouse_yaw;
  1101.    vector_t v_lookat;
  1102.    vector_t v_intersection;
  1103.  
  1104.    // find the floor plane (only do it once)
  1105.    if (!is_planefound)
  1106.    {
  1107.       D3DXPlaneFromPointNormal (&floor_plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
  1108.       is_planefound = true; // once and for all, as this plane will never change
  1109.    }
  1110.  
  1111.    // get the current projection and view matrices, and invert the view matrix
  1112.    d3ddev->GetTransform (D3DTS_PROJECTION, &projection_matrix);
  1113.    d3ddev->GetTransform (D3DTS_VIEW, &view_matrix);
  1114.    D3DXMatrixInverse (&invertedview_matrix, NULL, &view_matrix);
  1115.  
  1116.    // convert the mouse coordinates to relative pitch and yaw
  1117.    mouse_pitch =  (((mouse_x * 2.0f) / current_width) - 1) / projection_matrix._11;
  1118.    mouse_yaw = -(((mouse_y * 2.0f) / current_height) - 1) / projection_matrix._22;
  1119.  
  1120.    // now build a matrix that will describe the mouse direction vector, add it to the camera position, and make it 200 times longer
  1121.    v_lookat.x = camera_position.x + (mouse_pitch * invertedview_matrix._11 + mouse_yaw * invertedview_matrix._21 + invertedview_matrix._31) * 200.0f;
  1122.    v_lookat.y = camera_position.y + (mouse_pitch * invertedview_matrix._12 + mouse_yaw * invertedview_matrix._22 + invertedview_matrix._32) * 200.0f;
  1123.    v_lookat.z = camera_position.z + (mouse_pitch * invertedview_matrix._13 + mouse_yaw * invertedview_matrix._23 + invertedview_matrix._33) * 200.0f;
  1124.  
  1125.    // and the intersection point with our ray
  1126.    D3DXPlaneIntersectLine ((D3DXVECTOR3 *) &v_intersection, &floor_plane, (D3DXVECTOR3 *) &camera_position, (D3DXVECTOR3 *) &v_lookat);
  1127.  
  1128.    // now fill the return values
  1129.    *floor_x = v_intersection.x;
  1130.    *floor_y = v_intersection.y;
  1131.  
  1132.    return; // finished
  1133. }
  1134.  
  1135.  
  1136. bool Render_IsMouseInBox (short mouse_x, short mouse_y, float x_percent, float y_percent, float width_percent, float height_percent)
  1137. {
  1138.    // helper function that returns whether the mouse coordinates are inside a given square
  1139.  
  1140.    float mousex_percent;
  1141.    float mousey_percent;
  1142.  
  1143.    // compute mouse coordinates in percents
  1144.    mousex_percent = (float) (mouse_x * 100) / current_width;
  1145.    mousey_percent = (float) (mouse_y * 100) / current_height;
  1146.  
  1147.    return ((mousex_percent >= x_percent) && (mousex_percent <= x_percent + width_percent)
  1148.            && (mousey_percent >= y_percent) && (mousey_percent <= y_percent + height_percent));
  1149. }
  1150.  
  1151.  
  1152. static bool Render_LoadMesh_Obj (mesh_t *mesh, const wchar_t *objfile_pathname)
  1153. {
  1154.    // this function loads a mesh from a Wavefront Object file (.obj)
  1155.  
  1156.    #define OBJ_INCREASE_OR_RESIZE(count,maxcount,increment,arrayptr,type,erase) { \
  1157.       (count)++; \
  1158.       if ((count) == (maxcount)) \
  1159.       { \
  1160.          (arrayptr) = (type *) SAFE_realloc ((arrayptr), (maxcount), (maxcount) + (increment), sizeof (type), erase); \
  1161.          (maxcount) += (increment); \
  1162.       } \
  1163.    }
  1164.    #define OBJ_CONVERT_INDEX(element,current_element_count) if ((element) < 0) (element) = (current_element_count) + (element); else (element)--;
  1165.    #define OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX(uniquevertex) \
  1166.    { \
  1167.       hash = &hashtable[*((unsigned long *) &obj.vs[(uniquevertex).iv].x) & 0xFF]; \
  1168.       for (vertex_index = 0; vertex_index < hash->count; vertex_index++) \
  1169.          if ((memcmp (&vertices[hash->indices[vertex_index]].position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)) == 0) \
  1170.              && (memcmp (&vertices[hash->indices[vertex_index]].normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)) == 0) \
  1171.              && (memcmp (&vertices[hash->indices[vertex_index]].texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)) == 0)) \
  1172.             break; \
  1173.       if (vertex_index == hash->count) \
  1174.       { \
  1175.          vertex_index = mesh->vertice_count; \
  1176.          current_vertex = &vertices[vertex_index]; \
  1177.          memset (current_vertex, 0, sizeof (vertex_t)); \
  1178.          memcpy (&current_vertex->position, &obj.vs[(uniquevertex).iv], sizeof (vector_t)); \
  1179.          if ((uniquevertex).in > -1) \
  1180.             memcpy (&current_vertex->normal, &obj.ns[(uniquevertex).in], sizeof (vector_t)); \
  1181.          if ((uniquevertex).itc > -1) \
  1182.             memcpy (&current_vertex->texcoord, &obj.tcs[(uniquevertex).itc], sizeof (texcoord_t)); \
  1183.          hash = &hashtable[*((unsigned long *) &current_vertex->normal.x) & 0xFF]; \
  1184.          hash->indices = (long *) SAFE_realloc (hash->indices, hash->count, hash->count + 1, sizeof (long), false); \
  1185.          hash->indices[hash->count] = vertex_index; \
  1186.          hash->count++; \
  1187.          mesh->vertice_count++; \
  1188.       } \
  1189.       else \
  1190.          vertex_index = hash->indices[vertex_index]; \
  1191.    }
  1192.  
  1193.    typedef struct obj_uniquevertex_s { long iv, in, itc; } obj_uniquevertex_t;
  1194.    typedef struct obj_face_s { obj_uniquevertex_t v1, v2, v3; } obj_face_t;
  1195.    typedef struct obj_hashbucket_s { int count; long *indices; /* mallocated */ } obj_hashbucket_t;
  1196.    typedef struct objfile_s
  1197.    {
  1198.       vector_t *vs; long v_count; long v_maxcount; // array mallocated to v_maxcount
  1199.       vector_t *ns; long n_count; long n_maxcount; // array mallocated to n_maxcount
  1200.       texcoord_t *tcs; long tc_count; long tc_maxcount; // array mallocated to tc_maxcount
  1201.       obj_face_t *fs; long f_count; long f_maxcount; // array mallocated to f_maxcount
  1202.    } objfile_t;
  1203.  
  1204.    static obj_hashbucket_t hashtable[256];
  1205.    objfile_t obj;
  1206.    obj_hashbucket_t *hash;
  1207.    obj_face_t *f;
  1208.    vertex_t *vertices; // mallocated
  1209.    unsigned long *indices; // mallocated
  1210.    vertex_t *current_vertex;
  1211.    struct _stat fileinfo;
  1212.    char *filedata; // mallocated
  1213.    char *fileptr;
  1214.    int vertex_index;
  1215.    int array_index;
  1216.    void *ptr_to;
  1217.    FILE *fp;
  1218.  
  1219.    // open the mesh file and read it as a whole
  1220.    _wstat (objfile_pathname, &fileinfo);
  1221.    _wfopen_s (&fp, objfile_pathname, L"rb");
  1222.    if (fp == NULL)
  1223.       return (false); // bomb out on error
  1224.    filedata = (char *) SAFE_malloc (fileinfo.st_size, sizeof (char), false); // mallocate space for data
  1225.    fread (filedata, fileinfo.st_size, 1, fp); // read file as a whole
  1226.    fclose (fp); // file is read, close it
  1227.  
  1228.    // allocate space for an arbitrary amount of vertices, texture coordinates, normals and faces
  1229.    memset (&obj, 0, sizeof (obj));
  1230.    obj.v_maxcount = 10000; obj.vs = (vector_t *) SAFE_malloc (obj.v_maxcount, sizeof (vector_t), false);
  1231.    obj.n_maxcount = 10000; obj.ns = (vector_t *) SAFE_malloc (obj.n_maxcount, sizeof (vector_t), false);
  1232.    obj.tc_maxcount = 10000; obj.tcs = (texcoord_t *) SAFE_malloc (obj.tc_maxcount, sizeof (texcoord_t), false);
  1233.    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 !)
  1234.  
  1235.    // read file line per line...
  1236.    fileptr = filedata - 1; // start parsing line after line
  1237.    while (fileptr != NULL)
  1238.    {
  1239.       fileptr++; // skip the line feed (or reach the first character, if it's the first pass)
  1240.  
  1241.       // is it a vertex-related line ?
  1242.       if (fileptr[0] == L'v')
  1243.       {
  1244.          // is it a vertex, a normal or a texture coordinate ?
  1245.          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))
  1246.             OBJ_INCREASE_OR_RESIZE (obj.v_count, obj.v_maxcount, 10000, obj.vs, vector_t, false) // one vertex more has been read
  1247.          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))
  1248.             OBJ_INCREASE_OR_RESIZE (obj.n_count, obj.n_maxcount, 10000, obj.ns, vector_t, false) // one normal more has been read
  1249.          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))
  1250.             OBJ_INCREASE_OR_RESIZE (obj.tc_count, obj.tc_maxcount, 10000, obj.tcs, texcoord_t, false) // one texture coordinate more has been read
  1251.       }
  1252.  
  1253.       // else is it a face-related line ?
  1254.       else if (fileptr[0] == L'f')
  1255.       {
  1256.          // get a quick pointer to current face (note: it's been already blanked out by malloc())
  1257.          f = &obj.fs[obj.f_count];
  1258.  
  1259.          // is it a face with normals, a face without normals or a face without normals and texture coordinates ?
  1260.          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)
  1261.              || (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)
  1262.              || (sscanf_s (&fileptr[2], "%d %d %d", &f->v3.iv, &f->v2.iv, &f->v3.iv) == 6))
  1263.          {
  1264.             OBJ_CONVERT_INDEX (f->v1.iv, obj.v_count);
  1265.             OBJ_CONVERT_INDEX (f->v1.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
  1266.             OBJ_CONVERT_INDEX (f->v1.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
  1267.             OBJ_CONVERT_INDEX (f->v2.iv, obj.v_count);
  1268.             OBJ_CONVERT_INDEX (f->v2.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
  1269.             OBJ_CONVERT_INDEX (f->v2.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
  1270.             OBJ_CONVERT_INDEX (f->v3.iv, obj.v_count);
  1271.             OBJ_CONVERT_INDEX (f->v3.in, obj.n_count); // if no normal could be read, its index will be converted from 0 to -1
  1272.             OBJ_CONVERT_INDEX (f->v3.itc, obj.tc_count); // if no texcoord could be read, its index will be converted from 0 to -1
  1273.             OBJ_INCREASE_OR_RESIZE (obj.f_count, obj.f_maxcount, 5000, obj.fs, obj_face_t, true) // one face more has been read
  1274.          }
  1275.       }
  1276.  
  1277.       fileptr = strchr (fileptr, '\n'); // proceed to next line
  1278.    }
  1279.  
  1280.    // now build our final vertex and index list
  1281.    vertices = (vertex_t *) SAFE_malloc (3 * obj.f_count, sizeof (vertex_t), false); // mallocate for the max number of vertices we can have
  1282.    indices = (unsigned long *) SAFE_malloc (3 * obj.f_count, sizeof (unsigned long), false); // mallocate for the right amount of indices
  1283.  
  1284.    // t3h mighty l00p ^^ (builds vertex and index buffers)
  1285.    memset (hashtable, 0, sizeof (hashtable)); // wipe out the hashtable
  1286.    mesh->vertice_count = 0; // start with an unoptimized list
  1287.    for (array_index = 0; array_index < obj.f_count; array_index++)
  1288.    {
  1289.       f = &obj.fs[array_index]; // quick access to current face
  1290.       OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v1);
  1291.       indices[3 * array_index + 0] = vertex_index;
  1292.       OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v2);
  1293.       indices[3 * array_index + 1] = vertex_index;
  1294.       OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX (f->v3);
  1295.       indices[3 * array_index + 2] = vertex_index;
  1296.    }
  1297.  
  1298.    // now create a correctly-sized DirectX vertex buffer and populate it
  1299.    mesh->vertex_format = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
  1300.    mesh->vertice_size = sizeof (vertex_t);
  1301.    d3ddev->CreateVertexBuffer (mesh->vertice_count * mesh->vertice_size, // length
  1302.                                D3DUSAGE_DYNAMIC, // usage
  1303.                                mesh->vertex_format, // vertex format
  1304.                                D3DPOOL_DEFAULT, // pool type
  1305.                                &mesh->d3dvertices, // pointer to the vertex buffer pointer
  1306.                                NULL); // shared handle
  1307.    mesh->d3dvertices->Lock (0, mesh->vertice_count * mesh->vertice_size, &ptr_to, D3DLOCK_DISCARD);
  1308.    memcpy (ptr_to, vertices, mesh->vertice_count * mesh->vertice_size);
  1309.    mesh->d3dvertices->Unlock ();
  1310.  
  1311.    // create a correctly-sized DirectX index buffer and populate it
  1312.    mesh->is_indexed = true; // remember that we're building an index buffer
  1313.    mesh->indice_count = obj.f_count * 3;
  1314.    mesh->indice_size = (mesh->indice_count <= (int) USHRT_MAX ? 2 : 4);
  1315.    d3ddev->CreateIndexBuffer (mesh->indice_count * mesh->indice_size, // length
  1316.                               D3DUSAGE_DYNAMIC, // usage
  1317.                               (mesh->indice_size == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32), // format (here, 16 or 32-bit)
  1318.                               D3DPOOL_DEFAULT, // pool type
  1319.                               &mesh->d3dindices, // pointer to the index buffer pointer
  1320.                               NULL); // shared handle
  1321.    mesh->d3dindices->Lock (0, mesh->indice_count * mesh->indice_size, &ptr_to, D3DLOCK_DISCARD);
  1322.    if (mesh->indice_size == 2)
  1323.       for (array_index = 0; array_index < mesh->indice_count; array_index++)
  1324.          ((unsigned short *) ptr_to)[array_index] = (unsigned short) indices[array_index];
  1325.    else
  1326.       memcpy (ptr_to, indices, mesh->indice_count * mesh->indice_size);
  1327.    mesh->d3dindices->Unlock ();
  1328.  
  1329.    // finished, free the temporary objects
  1330.    for (array_index = 0; array_index < sizeof (hashtable) / sizeof (obj_hashbucket_t); array_index++)
  1331.       SAFE_free ((void **) &hashtable[array_index].indices);
  1332.    SAFE_free ((void **) &indices);
  1333.    SAFE_free ((void **) &vertices);
  1334.    SAFE_free ((void **) &obj.vs);
  1335.    SAFE_free ((void **) &obj.ns);
  1336.    SAFE_free ((void **) &obj.tcs);
  1337.    SAFE_free ((void **) &obj.fs);
  1338.    SAFE_free ((void **) &filedata);
  1339.  
  1340.    return (true); // Wavefront Object successfully loaded, return TRUE
  1341.  
  1342.    #undef OBJ_GET_EXISTING_INDEX_OR_APPEND_VERTEX
  1343.    #undef OBJ_CONVERT_INDEX
  1344.    #undef OBJ_INCREASE_OR_RESIZE
  1345. }
  1346.  
  1347.  
  1348. static void Render_DrawSceneObjectReflection (sceneobject_t *sceneobject)
  1349. {
  1350.    // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
  1351.  
  1352.    D3DXMATRIX rotation_matrix;
  1353.    D3DXMATRIX translation_matrix;
  1354.    D3DXMATRIX reflect_matrix;
  1355.    D3DXMATRIX scaling_matrix;
  1356.    material_t *material;
  1357.    D3DMATERIAL9 d3dmaterial;
  1358.    D3DXPLANE plane;
  1359.    mesh_t *mesh;
  1360.    mesh_t *tile_mesh;
  1361.    float alpha;
  1362.  
  1363.    // draw the reflection below this mesh
  1364.  
  1365.    // quick access to meshes
  1366.    mesh = &meshes[sceneobject->mesh_index];
  1367.    tile_mesh = &meshes[theme->tile_meshindex];
  1368.  
  1369.    // set the world transform at location
  1370.    D3DXPlaneFromPointNormal (&plane, (D3DXVECTOR3 *) &scene_center, (D3DXVECTOR3 *) &upwards_direction);
  1371.    D3DXMatrixReflect (&reflect_matrix, &plane);
  1372.    D3DXMatrixRotationYawPitchRoll (&rotation_matrix, -sceneobject->pitch * TO_RADIANS, 0.0f, -sceneobject->yaw * TO_RADIANS);
  1373.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, -sceneobject->z);
  1374.    D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
  1375.  
  1376.    // tell Direct3D about our matrix
  1377.    d3ddev->SetTransform (D3DTS_WORLD, &(reflect_matrix * scaling_matrix * rotation_matrix * translation_matrix));
  1378.  
  1379.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, true); // enable the stencil buffer
  1380.    d3ddev->SetRenderState (D3DRS_STENCILFUNC, D3DCMP_LESS); // instruct how to fill the stencil buffer
  1381.    d3ddev->SetRenderState (D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); // instruct how to fill the stencil buffer
  1382.  
  1383.    // set the texture for this mesh
  1384.    if (sceneobject->texture_index != -1)
  1385.       d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
  1386.    else
  1387.       d3ddev->SetTexture (0, NULL);
  1388.  
  1389.    // adjust the light reflection properties by setting the material
  1390.    if (sceneobject->material_index != -1)
  1391.       material = &materials[sceneobject->material_index]; // use the specified scene object material
  1392.    else
  1393.       material = &materials[material_count - 1]; // scene object material unspecified, use default material
  1394.    alpha = theme->reflection_alpha / 256.0f;
  1395.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency * alpha); // Alpha value not used according to SDK
  1396.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency * alpha);
  1397.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency * alpha); // Alpha value not used according to SDK
  1398.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency * alpha); // Alpha value not used according to SDK
  1399.    d3dmaterial.Power = material->shininess;
  1400.    d3ddev->SetMaterial (&d3dmaterial);
  1401.  
  1402.    // draw the mesh subset
  1403.    d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
  1404.    d3ddev->SetFVF (mesh->vertex_format);
  1405.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
  1406.    if (mesh->is_indexed)
  1407.    {
  1408.       d3ddev->SetIndices (mesh->d3dindices);
  1409.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
  1410.    }
  1411.    else
  1412.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
  1413.  
  1414.    d3ddev->SetRenderState (D3DRS_STENCILENABLE, false); // and disable the stencil buffer
  1415.  
  1416.    // now draw the simple shadow below this mesh
  1417.  
  1418.    // grab the tools we need in hand
  1419.    d3ddev->SetRenderState (D3DRS_ZENABLE, false); // disable the Z buffer
  1420.    d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB (255, 255, 255)); // raise ambient light
  1421.  
  1422.    // position the simple shadow sprite
  1423.    D3DXMatrixScaling (&scaling_matrix, max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), max (sceneobject->simpleshadow_size, sceneobject->z / 5.0f), 0.0f);
  1424.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, 0.0f);
  1425.    d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * translation_matrix));
  1426.  
  1427.    // adjust the light reflection properties by setting the material
  1428.    material = &materials[material_count - 1]; // use the default material
  1429.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
  1430.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
  1431.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
  1432.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
  1433.    d3dmaterial.Power = material->shininess;
  1434.    d3ddev->SetMaterial (&d3dmaterial);
  1435.  
  1436.    d3ddev->SetTexture (0, textures[theme->shadow_textureindex].texture); // select the texture we want
  1437.  
  1438.    // and then draw it
  1439.    d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
  1440.    d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
  1441.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the faces backwards
  1442.    if (tile_mesh->is_indexed)
  1443.    {
  1444.       d3ddev->SetIndices (tile_mesh->d3dindices);
  1445.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
  1446.    }
  1447.    else
  1448.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
  1449.  
  1450.    // finished, reset ambient light to its previous value and enable the Z buffer back
  1451.    d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
  1452.    d3ddev->SetRenderState (D3DRS_ZENABLE, true);
  1453.  
  1454.    return; // finished
  1455. }
  1456.  
  1457.  
  1458. static void Render_DrawSceneObject (sceneobject_t *sceneobject)
  1459. {
  1460.    // fast helper to draw a mesh at a specified location with certain pitch and yaw angles
  1461.  
  1462.    D3DXMATRIX rotation_matrix;
  1463.    D3DXMATRIX translation_matrix;
  1464.    D3DXMATRIX scaling_matrix;
  1465.    material_t *material;
  1466.    D3DMATERIAL9 d3dmaterial;
  1467.    mesh_t *mesh;
  1468.  
  1469.    // is this object a tile (i.e, it has no mesh) ?
  1470.    if (sceneobject->mesh_index == -1)
  1471.    {
  1472.       Render_DrawSceneTile (sceneobject); // then draw it as a tile instead
  1473.       return; // and return
  1474.    }
  1475.  
  1476.    // quick access to mesh
  1477.    mesh = &meshes[sceneobject->mesh_index];
  1478.  
  1479.    // set the world transform at location
  1480.    D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
  1481.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
  1482.    D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
  1483.  
  1484.    // tell Direct3D about our matrix
  1485.    d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
  1486.  
  1487.    // set the texture for this mesh
  1488.    if (sceneobject->texture_index != -1)
  1489.       d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
  1490.    else
  1491.       d3ddev->SetTexture (0, NULL);
  1492.  
  1493.    // adjust the light reflection properties by setting the material
  1494.    if (sceneobject->material_index != -1)
  1495.       material = &materials[sceneobject->material_index];
  1496.    else
  1497.       material = &materials[material_count - 1];
  1498.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->transparency);
  1499.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->transparency);
  1500.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->transparency);
  1501.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->transparency);
  1502.    d3dmaterial.Power = material->shininess;
  1503.    d3ddev->SetMaterial (&d3dmaterial);
  1504.  
  1505.    // draw the mesh subset
  1506.    d3ddev->SetStreamSource (0, mesh->d3dvertices, 0, sizeof (vertex_t));
  1507.    d3ddev->SetFVF (mesh->vertex_format);
  1508.  
  1509.    // is there transparency on this mesh ?
  1510.    if (material->transparency < 1)
  1511.    {
  1512.       d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
  1513.       if (mesh->is_indexed)
  1514.       {
  1515.          d3ddev->SetIndices (mesh->d3dindices);
  1516.          d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
  1517.       }
  1518.       else
  1519.          d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
  1520.    }
  1521.  
  1522.    // now draw the front faces
  1523.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CCW); // draw the front faces
  1524.    if (mesh->is_indexed)
  1525.    {
  1526.       d3ddev->SetIndices (mesh->d3dindices);
  1527.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, mesh->vertice_count, 0, mesh->indice_count / 3);
  1528.    }
  1529.    else
  1530.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, mesh->vertice_count / 3);
  1531.  
  1532.    return; // finished
  1533. }
  1534.  
  1535.  
  1536. static void Render_DrawSceneTile (sceneobject_t *sceneobject)
  1537. {
  1538.    // fast helper to draw a tile (i.e, an object that doesn't have a mesh) at a specified location
  1539.  
  1540.    D3DXMATRIX rotation_matrix;
  1541.    D3DXMATRIX translation_matrix;
  1542.    D3DXMATRIX scaling_matrix;
  1543.    material_t *material;
  1544.    D3DMATERIAL9 d3dmaterial;
  1545.    mesh_t *tile_mesh;
  1546.  
  1547.    tile_mesh = &meshes[theme->tile_meshindex]; // quick access to tile mesh
  1548.  
  1549.    // grab the tools we need in hand
  1550.    d3ddev->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_RGBA (0xFF, 0xFF, 0xFF, 0xFF)); // raise light
  1551.  
  1552.    // set the world transform at location
  1553.    D3DXMatrixRotationYawPitchRoll (&rotation_matrix, sceneobject->pitch * TO_RADIANS, 0.0f, sceneobject->yaw * TO_RADIANS);
  1554.    D3DXMatrixTranslation (&translation_matrix, sceneobject->x, sceneobject->y, sceneobject->z);
  1555.    D3DXMatrixScaling (&scaling_matrix, sceneobject->scale, sceneobject->scale, 1.0f);
  1556.  
  1557.    // tell Direct3D about our matrix
  1558.    d3ddev->SetTransform (D3DTS_WORLD, &(scaling_matrix * rotation_matrix * translation_matrix));
  1559.  
  1560.    // adjust the light reflection properties by setting the material
  1561.    material = &materials[material_count - 1]; // use the default material for tiles
  1562.    d3dmaterial.Ambient = D3DXCOLOR (material->ambient, material->ambient, material->ambient, material->ambient);
  1563.    d3dmaterial.Diffuse = D3DXCOLOR (material->diffuse, material->diffuse, material->diffuse, material->diffuse);
  1564.    d3dmaterial.Emissive = D3DXCOLOR (material->emissive, material->emissive, material->emissive, material->emissive);
  1565.    d3dmaterial.Specular = D3DXCOLOR (material->specular, material->specular, material->specular, material->specular);
  1566.    d3dmaterial.Power = material->shininess;
  1567.    d3ddev->SetMaterial (&d3dmaterial);
  1568.  
  1569.    // select the texture we want
  1570.    d3ddev->SetTexture (0, textures[sceneobject->texture_index].texture);
  1571.  
  1572.    // and then draw it
  1573.    d3ddev->SetStreamSource (0, tile_mesh->d3dvertices, 0, sizeof (vertex_t)); // set stream source
  1574.    d3ddev->SetFVF (tile_mesh->vertex_format); // select which vertex format we are using
  1575.    d3ddev->SetRenderState (D3DRS_CULLMODE, D3DCULL_CW); // draw the back faces
  1576.    if (tile_mesh->is_indexed)
  1577.    {
  1578.       d3ddev->SetIndices (tile_mesh->d3dindices);
  1579.       d3ddev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, 0, 0, tile_mesh->vertice_count, 0, tile_mesh->indice_count / 3);
  1580.    }
  1581.    else
  1582.       d3ddev->DrawPrimitive (D3DPT_TRIANGLELIST, 0, tile_mesh->vertice_count / 3);
  1583.  
  1584.    // finished, reset ambient light to its previous value
  1585.    d3ddev->SetRenderState (D3DRS_AMBIENT, ambient_light);
  1586.  
  1587.    return; // finished
  1588. }
  1589.  
  1590.  
  1591. static void Render_DrawSprite (sprite_t *sprite, float x_percent, float y_percent, float width_percent, float height_percent, int alpha)
  1592. {
  1593.    // fast helper to draw a sprite at a specified location with certain parameters
  1594.  
  1595.    D3DXMATRIX scaling_matrix;
  1596.    texture_t *texture;
  1597.    float scale_x;
  1598.    float scale_y;
  1599.  
  1600.    texture = &textures[sprite->texture_index]; // quick access to sprite's texture
  1601.  
  1602.    scale_x = (width_percent * (float) initial_width) / (float) (100 * texture->width);
  1603.    scale_y = (height_percent * (float) initial_height) / (float) (100 * texture->height);
  1604.  
  1605.    // start rendering the sprite (an optimized version would draw all sprites in a row...)
  1606.    sprite->sprite->Begin (D3DXSPRITE_ALPHABLEND);
  1607.  
  1608.    // scale and position the sprite
  1609.    D3DXMatrixTransformation2D (&scaling_matrix, // output matrix
  1610.                                NULL, // scaling center
  1611.                                0.0f, // scaling rotation
  1612.                                &D3DXVECTOR2 (scale_x, scale_y), // scaling ratio
  1613.                                &D3DXVECTOR2 (0, 0), // rotation center
  1614.                                0.0f, // rotation
  1615.                                &D3DXVECTOR2 (x_percent * (float) initial_width / 100.0f, y_percent * (float) initial_height / 100.0f)); // translation
  1616.    sprite->sprite->SetTransform (&scaling_matrix); // tell the sprite about the scaling and position transform
  1617.  
  1618.    // now draw the sprite with the specified alpha and finish rendering
  1619.    sprite->sprite->Draw (texture->texture, NULL, NULL, NULL, D3DCOLOR_ARGB (alpha, 255, 255, 255));
  1620.    sprite->sprite->End ();
  1621.  
  1622.    return; // finished
  1623. }
  1624.  
  1625.  
  1626. static void Render_GetTextBoundaries (int max_width, int font_id, wchar_t *text, RECT *rect)
  1627. {
  1628.    // this function computes and returns the size of the rectangle the specified text will fit into. Note that text may be modified
  1629.    // to insert new lines if it doesn't fit in a single line.
  1630.  
  1631.    int char_index;
  1632.    int length;
  1633.    int optimal_length;
  1634.    bool have_split;
  1635.  
  1636.    // blank out the output rectangle
  1637.    memset (rect, 0, sizeof (RECT));
  1638.  
  1639.    // ask direct3D to compute the text size a first time
  1640.    fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
  1641.  
  1642.    // if max width is not set, set it to viewport width
  1643.    if (max_width < 0)
  1644.       max_width = initial_width; // then use it to compute the real max width
  1645.  
  1646.    // do we need more than one line ?
  1647.    if (rect->right > max_width)
  1648.    {
  1649.       // see how many lines we need and compute the optimal length of one line
  1650.       length = wcslen (text);
  1651.       optimal_length = length / (1 + rect->right / (int) max_width);
  1652.       have_split = false;
  1653.       for (char_index = optimal_length; char_index < length; char_index++)
  1654.          if (iswspace (text[char_index]))
  1655.          {
  1656.             text[char_index] = L'\n'; // interpolate linefeeds into string
  1657.             have_split = true; // remember string has been split
  1658.             char_index += optimal_length;
  1659.          }
  1660.  
  1661.       // and ask direct3D to compute the text size again
  1662.       fonts[font_id].font->DrawText (NULL, text, -1, rect, DT_CALCRECT, D3DCOLOR (0));
  1663.    }
  1664.  
  1665.    return; // finished
  1666. }
  1667.  
  1668.  
  1669. 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, ...)
  1670. {
  1671.    // this function displays text on the Direct3D interface according to the given parameters. X and Y are the base coordinates of
  1672.    // the text's bounding rectangle. Max_width is the maximum allowed width of this rectangle before wrapping words on a new line.
  1673.    // Horiz_align and vert_align are the alignment parameters of the RECTANGLE relatively to X and Y. Text_align is the alignment of
  1674.    // the TEXT inside this rectangle (meaning, you can have right-aligned text in a rectangle that is centered on a point). Font_id
  1675.    // 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
  1676.    // bounding rectangle, after any word wrapping corrections have been made. Fmt is a format string containing the text itself,
  1677.    // printf-style.
  1678.  
  1679.    va_list argptr;
  1680.    RECT rect;
  1681.    int left;
  1682.    int top;
  1683.  
  1684.    // concatenate all the arguments in one string
  1685.    va_start (argptr, fmt);
  1686.    wvsprintf (printf_buffer, fmt, argptr);
  1687.    va_end (argptr);
  1688.  
  1689.    // get the text boundaries
  1690.    Render_GetTextBoundaries (max_width, font_id, printf_buffer, &rect);
  1691.  
  1692.    // horizontal alignment
  1693.    if (horiz_align == ALIGN_LEFT)
  1694.       left = x;
  1695.    else if (horiz_align == ALIGN_RIGHT)
  1696.       left = x - rect.right;
  1697.    else
  1698.       left = x - rect.right / 2;
  1699.  
  1700.    // vertical alignment
  1701.    if (vert_align == ALIGN_TOP)
  1702.       top = y;
  1703.    else if (vert_align == ALIGN_BOTTOM)
  1704.       top = y - rect.bottom;
  1705.    else
  1706.       top = y - rect.bottom / 2;
  1707.  
  1708.    // now reposition our rectangle correctly acording to alignment
  1709.    OffsetRect (&rect, left, top);
  1710.  
  1711.    // and draw the text
  1712.    if (text_align == ALIGN_LEFT)
  1713.       fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_LEFT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
  1714.    else if (horiz_align == ALIGN_RIGHT)
  1715.       fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_RIGHT, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
  1716.    else
  1717.       fonts[font_id].font->DrawText (NULL, printf_buffer, -1, &rect, DT_CENTER, RGBACOLOR_TO_ARGBCOLOR (color_rgba));
  1718.  
  1719.    // do we want the output rectangle ?
  1720.    if (out_rect != NULL)
  1721.       memcpy (out_rect, &rect, sizeof (rect)); // if so, copy it in the given variable
  1722.  
  1723.    return; // finished
  1724. }
  1725.  
  1726.  
  1727. static float DistanceToCamera (float x, float y, float z)
  1728. {
  1729.    // this function computes the distance of the point at coordinates x,y,z to the camera
  1730.  
  1731.    vector_t displacement;
  1732.  
  1733.    // compute displacement...
  1734.    displacement.x = x - camera_position.x;
  1735.    displacement.y = y - camera_position.y;
  1736.    displacement.z = z - camera_position.z;
  1737.  
  1738.    // ...and then Pythagores in 3D
  1739.    return (sqrtf (displacement.x * displacement.x + displacement.y * displacement.y + displacement.z * displacement.z));
  1740. }
  1741.  
  1742.  
  1743. static float FadeFloat (float from, float to, float start_time, float end_time)
  1744. {
  1745.    // helper function to return a progressive variation between from and to based on time
  1746.  
  1747.    if (end_time < current_time)
  1748.       return (to);
  1749.  
  1750.    //      base + (variation) * (               fraction of completion               )
  1751.    return (from + (to - from) * (current_time - start_time) / (end_time - start_time));
  1752. }
  1753.  
  1754.  
  1755. static unsigned long HashString (const wchar_t *string_buffer)
  1756. {
  1757.    // super fast string hash function, code courtesy of
  1758.    // http://www.azillionmonkeys.com/qed/hash.html
  1759.  
  1760.    unsigned long length;
  1761.    unsigned long hash;
  1762.    unsigned long tmp;
  1763.    int remaining;
  1764.  
  1765.    // first, get the string length and start with this as a hash value
  1766.    length = wcslen (string_buffer) * sizeof (wchar_t);
  1767.    hash = length;
  1768.  
  1769.    // figure out how many bytes there will remain after 32-bit processing
  1770.    remaining = length & 3;
  1771.    length >>= 2;
  1772.  
  1773.    // main loop, process 32-bit blocks
  1774.    for ( ; length > 0; length--)
  1775.    {
  1776.       hash += *((const unsigned short *) string_buffer);
  1777.       tmp = ((*((const unsigned short *) (string_buffer + 2))) << 11) ^ hash;
  1778.       hash = (hash << 16) ^ tmp;
  1779.       string_buffer += 2 * sizeof (unsigned short);
  1780.       hash += hash >> 11;
  1781.    }
  1782.  
  1783.    // handle the remaining bytes
  1784.    if (remaining == 3)
  1785.    {
  1786.       hash += *((const unsigned short *) string_buffer);
  1787.       hash ^= hash << 16;
  1788.       hash ^= string_buffer[sizeof (unsigned short)] << 18;
  1789.       hash += hash >> 11;
  1790.    }
  1791.    else if (remaining == 2)
  1792.    {
  1793.       hash += *((const unsigned short *) string_buffer);
  1794.       hash ^= hash << 11;
  1795.       hash += hash >> 17;
  1796.    }
  1797.    else if (remaining == 1)
  1798.    {
  1799.       hash += *string_buffer;
  1800.       hash ^= hash << 10;
  1801.       hash += hash >> 1;
  1802.    }
  1803.  
  1804.    // force "avalanching" of final 127 bits
  1805.    hash ^= hash << 3;
  1806.    hash += hash >> 5;
  1807.    hash ^= hash << 4;
  1808.    hash += hash >> 17;
  1809.    hash ^= hash << 25;
  1810.    hash += hash >> 6;
  1811.  
  1812.    return (hash); // finished, return the hash value
  1813. }
  1814.  
  1815.  
  1816. static unsigned long HashFile (const wchar_t *file_pathname)
  1817. {
  1818.    // super fast file content pseudo-hash function
  1819.  
  1820.    unsigned short value;
  1821.    struct _stat fileinfo;
  1822.    FILE *fp;
  1823.  
  1824.    // first, get info about the file
  1825.    if (_wstat (file_pathname, &fileinfo) != 0)
  1826.       return ((unsigned long) time (NULL)); // if file can't be open, return a random number
  1827.  
  1828.    // open the file
  1829.    _wfopen_s (&fp, file_pathname, L"rb");
  1830.    if (fp == NULL)
  1831.       return ((unsigned long) time (NULL)); // if file can't be open, return a random number
  1832.  
  1833.    // seek at 2/3 of file size (if file is small enough, return only its content)
  1834.    if (fileinfo.st_size >= 4)
  1835.    {
  1836.       fseek (fp, fileinfo.st_size * 2 / 3, SEEK_SET); // seek at 2/3 of file
  1837.       fread (&value, 2, 1, fp); // and read a word here
  1838.    }
  1839.    else if (fileinfo.st_size >= 2)
  1840.       fread (&value, 2, 1, fp);
  1841.    else if (fileinfo.st_size == 1)
  1842.       value = fgetc (fp);
  1843.    else
  1844.       value = 0;
  1845.  
  1846.    // finished, close the file
  1847.    fclose (fp);
  1848.  
  1849.    // and return a hash composed of the 16 lower bits of the file size and the value we read
  1850.    return ((unsigned long) (fileinfo.st_size << 16) | (unsigned long) value);
  1851. }
  1852.  
  1853.  
  1854. static void ResolveWildcard (wchar_t *file_pathname, wchar_t *extensions_separated_by_bars)
  1855. {
  1856.    // this function resolves a pathname ending with .* by testing with various possible
  1857.    // file extensions until one of the files formed that way is found to exist.
  1858.  
  1859.    static wchar_t extension_list[256]; // needs to be modifiable for strtok()
  1860.    wchar_t *current_extension;
  1861.    wchar_t *wcstok_context;
  1862.    struct _stat fileinfo;
  1863.    int length;
  1864.  
  1865.    wcscpy_s (extension_list, WCHAR_SIZEOF (extension_list), extensions_separated_by_bars);
  1866.    length = wcslen (file_pathname); // get pathname length
  1867.  
  1868.    // does the pathname we want NOT end with a wildcard ?
  1869.    if ((length < 2) || (wcscmp (&file_pathname[length - 2], L".*") != 0))
  1870.       return; // no need to resolve anything
  1871.  
  1872.    // test each extension and see if a corresponding file exists
  1873.    current_extension = wcstok_s (extension_list, L"|", &wcstok_context);
  1874.    while (current_extension != NULL)
  1875.    {
  1876.       if (*current_extension == L'.')
  1877.          current_extension++; // if current extension starts with a dot, skip it
  1878.       wcscpy_s (&file_pathname[length - 1], wcslen (current_extension) + 1, current_extension);
  1879.       if (_wstat (file_pathname, &fileinfo) == 0)
  1880.          return; // found a file with this extension
  1881.       current_extension = wcstok_s (NULL, L"|", &wcstok_context);
  1882.    }
  1883.  
  1884.    wcscpy_s (&file_pathname[length - 1], 2, L"*");
  1885.    return; // if none of these extensions match, put the wildcard back and return
  1886. }
  1887.  
  1888.  
  1889. static int SortReflectedObjects (const void *object1, const void *object2)
  1890. {
  1891.    // callback function used by qsort() when sorting the reflected objects according to their distance to the viewer
  1892.  
  1893.    return ((int) (1000.0f * (((reflectedobject_t *) object2)->distance - ((reflectedobject_t *) object1)->distance)));
  1894. }
  1895.