mirror of
https://github.com/Cesarus85/ringfall-mjolnir-vr.git
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197 lines
4.8 KiB
C
197 lines
4.8 KiB
C
/*
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RENDER.C
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symbols in this file:
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001743B0 0020:
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_render_effects (0000)
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001743D0 0010:
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_render_initialize (0000)
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001743E0 0010:
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_render_initialize_for_new_map (0000)
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001743F0 0010:
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_render_dispose_from_old_map (0000)
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00174400 0010:
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_render_dispose (0000)
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00174410 0110:
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_code_00174410 (0000)
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00174520 00f0:
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_render_frame_pregame (0000)
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00174610 0020:
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_render_frame_present (0000)
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00174630 0070:
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_render_location_visible (0000)
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001746A0 0050:
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_rendered_cluster_get (0000)
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001746F0 03f0:
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_code_001746f0 (0000)
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00174AE0 03f0:
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_code_00174ae0 (0000)
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00174ED0 00f0:
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_render_frame (0000)
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0029F44C 001f:
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??_C@_0BP@JNDFGHKA@c?3?2halo?2SOURCE?2render?2render?4c?$AA@ (0000)
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0029F470 0061:
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??_C@_0GB@NHJDHKGO@location?9?$DOcluster_index?$DO?$DN0?5?$CG?$CG?5lo@ (0000)
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0029F4D8 0052:
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??_C@_0FC@DLFICDJP@rendered_cluster_index?$DO?$DN0?5?$CG?$CG?5ren@ (0000)
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0029F530 0052:
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??_C@_0FC@NBMIPGBN@window?9?$DOrender_camera?4viewport_b@ (0000)
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0029F588 0051:
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??_C@_0FB@IDPOBHAJ@window?9?$DOrender_camera?4viewport_b@ (0000)
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0029F5DC 002c:
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??_C@_0CM@LKHLGDKF@window?9?$DOrender_camera?4viewport_b@ (0000)
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0029F608 002c:
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??_C@_0CM@HBCHLAAA@window?9?$DOrender_camera?4viewport_b@ (0000)
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0029F638 006d:
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??_C@_0GN@PKELCNNH@?$CBmemcmp?$CI?$CGwindow?9?$DOrender_camera?4w@ (0000)
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0029F6A8 0071:
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??_C@_0HB@BCLIBPGM@?$CBmemcmp?$CI?$CGwindow?9?$DOrender_camera?4v@ (0000)
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0029F720 0048:
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??_C@_0EI@NGOLLMDP@?$CD?$CD?$CD?5ERROR?5something?5is?5wrong?5wit@ (0000)
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0030D4D2 0004:
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_render_contrails_enabled (0000)
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_render_particles_enabled (0001)
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_render_particle_systems_enabled (0002)
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_render_weather_particle_systems_enabled (0003)
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004B8B22 0001:
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_bss_004b8b22 (0000)
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*/
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/* ---------- headers */
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#include "cseries.h"
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#include "render.h"
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#include "objects.h"
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#include "scenario.h"
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#include "structure_bsp_definitions.h"
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#include "rasterizer.h"
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#include "profile.h"
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#include "progress_bar.h"
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#include "ui_widget.h"
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#include "bink_playback.h"
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#include "game.h"
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/* ---------- constants */
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/* ---------- macros */
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/* ---------- structures */
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/* ---------- prototypes */
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/* ---------- globals */
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struct render_globals render;
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boolean render_contrails_enabled = TRUE;
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boolean render_particles_enabled = TRUE;
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boolean render_particle_systems_enabled = TRUE;
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boolean render_weather_particle_systems_enabled = TRUE;
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/* ---------- public code */
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void render_effects(
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boolean enable)
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{
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render_weather_particle_systems_enabled = enable;
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render_particle_systems_enabled = enable;
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render_particles_enabled = enable;
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render_contrails_enabled = enable;
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}
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void render_initialize(
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void)
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{
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render_objects_initialize();
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}
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void render_initialize_for_new_map(
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void)
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{
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render_objects_initialize_for_new_map();
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}
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void render_dispose_from_old_map(
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void)
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{
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render_objects_dispose_from_old_map();
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}
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void render_dispose(
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void)
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{
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render_objects_dispose();
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}
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static void code_00174410(
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void)
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{
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rasterizer_window_end();
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profile_render_window_end();
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rasterizer_windows_end();
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rasterizer_frame_end();
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}
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void render_frame_pregame(
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const struct render_window *window)
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{
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struct rasterizer_frame_begin_parameters parameters;
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struct rasterizer_window_begin_parameters rasterizer_parameters;
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render.frame_index++;
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rasterizer_frame_begin(¶meters);
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rasterizer_windows_begin();
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profile_render_window_start(NULL);
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memset(&rasterizer_parameters, 0, sizeof(rasterizer_parameters));
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render.camera = window->render_camera;
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render_camera_build_frustum(&render.camera, NULL, &render.frustum, TRUE);
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rasterizer_parameters.camera = window->rasterizer_camera;
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render_camera_build_frustum(&rasterizer_parameters.camera, NULL, &rasterizer_parameters.frustum, TRUE);
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rasterizer_parameters.rasterizer_target = 0;
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rasterizer_window_begin(&rasterizer_parameters);
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render_ui_widgets(0, &window->rasterizer_camera.viewport_bounds);
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bink_playback_render();
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{
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real progress;
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if (game_map_loading_in_progress(&progress))
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{
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progress_bar_display(progress);
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}
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}
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rasterizer_window_end();
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profile_render_window_end();
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rasterizer_windows_end();
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rasterizer_frame_end();
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}
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void render_frame_present(
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const point2d *screenshot_index,
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struct bitmap_data *bitmap)
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{
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rasterizer_present(bitmap, screenshot_index);
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}
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boolean render_location_visible(
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struct location *location)
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{
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match_assert("c:\\halo\\SOURCE\\render\\render.c", 584, location->cluster_index>=0 && location->cluster_index<global_structure_bsp_get()->clusters.count);
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return TEST_FLAG(render.visible_cluster_flags[location->cluster_index>>5], location->cluster_index&31);
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}
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struct rendered_cluster *rendered_cluster_get(
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short rendered_cluster_index)
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{
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match_assert("c:\\halo\\SOURCE\\render\\render.c", 592, rendered_cluster_index>=0 && rendered_cluster_index<render.rendered_cluster_count);
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return &render.rendered_clusters[rendered_cluster_index];
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}
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/* ---------- private code */
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