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@@ -44,19 +44,6 @@ bool compareEntites(const void *voidA, const void *voidB)
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44
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44
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return (distA < distB);
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45
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45
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}
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46
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46
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|
47
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-bool compareRoomDist(const void *voidA, const void *voidB)
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48
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-{
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49
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- const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
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50
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- const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
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51
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-
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52
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-
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53
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- if (!a || !b || !a->room || !b->room)
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54
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- return false; // error really
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55
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-
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56
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- return (a->dist < b->dist);
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57
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-}
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58
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-
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59
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-
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60
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47
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////////////////////////////////////////////////////////////
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61
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48
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// Constructors
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62
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49
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////////////////////////////////////////////////////////////
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@@ -97,12 +84,6 @@ unsigned int Render::getFlags() {
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97
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84
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////////////////////////////////////////////////////////////
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98
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85
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99
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86
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|
100
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-void Render::addRoom(RenderRoom *room)
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101
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-{
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102
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- mRooms.push_back(room);
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103
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-}
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104
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-
|
105
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-
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106
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87
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void Render::loadTexture(unsigned char *image,
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107
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88
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unsigned int width, unsigned int height,
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108
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89
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unsigned int id)
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@@ -141,16 +122,9 @@ int Render::initTextures(char *textureDir) {
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141
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122
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}
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142
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123
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143
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124
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|
144
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-void Render::ClearWorld()
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145
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-{
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|
125
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+void Render::ClearWorld() {
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146
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126
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mRoomRenderList.clear();
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147
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127
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|
148
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- for (unsigned int i = 0; i < mRooms.size(); i++) {
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149
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- if (mRooms[i])
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150
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- delete mRooms[i];
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151
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- }
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152
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- mRooms.clear();
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153
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-
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154
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128
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for (unsigned int i = 0; i < mModels.size(); i++) {
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155
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129
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if (mModels[i])
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156
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130
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delete mModels[i];
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@@ -218,28 +192,21 @@ void setLighting(bool on)
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218
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192
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}
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219
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193
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|
220
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194
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221
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-void lightRoom(RenderRoom *room)
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195
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+void lightRoom(Room &room)
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222
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196
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{
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223
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- unsigned int i;
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224
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- Light *light;
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225
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-
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226
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-
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227
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- for (i = 0; i < room->lights.size(); ++i)
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197
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+ for (unsigned int i = 0; i < room.sizeLights(); ++i)
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228
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198
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{
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229
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- light = room->lights[i];
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230
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-
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231
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- if (!light)
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232
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- continue;
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|
199
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+ Light &light = room.getLight(i);
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233
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200
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|
234
|
201
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glEnable(GL_LIGHT0 + i);
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235
|
202
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|
236
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- switch (light->mType)
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|
203
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+ switch (light.mType)
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237
|
204
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{
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238
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205
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case Light::typeSpot:
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239
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- glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
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240
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- glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
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241
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- glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
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242
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- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
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|
206
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+ glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.mCutoff);
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|
207
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+ glLightfv(GL_LIGHT0 + i, GL_POSITION, light.mPos);
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|
208
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+ glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light.mDir);
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|
209
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+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light.mColor);
|
243
|
210
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break;
|
244
|
211
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case Light::typePoint:
|
245
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212
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case Light::typeDirectional:
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@@ -247,10 +214,10 @@ void lightRoom(RenderRoom *room)
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247
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214
|
|
248
|
215
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// GL_QUADRATIC_ATTENUATION
|
249
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216
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// GL_LINEAR_ATTENUATION
|
250
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- glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
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|
217
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+ glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.mAtt);
|
251
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218
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|
252
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- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
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253
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- glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
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|
219
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+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light.mColor); // GL_DIFFUSE
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|
220
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+ glLightfv(GL_LIGHT0 + i, GL_POSITION, light.mPos);
|
254
|
221
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break;
|
255
|
222
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}
|
256
|
223
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}
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@@ -381,7 +348,6 @@ void Render::display()
|
381
|
348
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vec3_t curPos;
|
382
|
349
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vec3_t camPos;
|
383
|
350
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vec3_t atPos;
|
384
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- RenderRoom *room;
|
385
|
351
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int index;
|
386
|
352
|
|
387
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353
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switch (mMode)
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@@ -518,17 +484,14 @@ void Render::display()
|
518
|
484
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// Room solid pass, need to do depth sorting to avoid 2 pass render
|
519
|
485
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for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
|
520
|
486
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{
|
521
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- room = mRoomRenderList[i];
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|
487
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+ Room &room = *mRoomRenderList[i];
|
522
|
488
|
|
523
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- if (room)
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|
489
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+ if (mFlags & Render::fGL_Lights)
|
524
|
490
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{
|
525
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- if (mFlags & Render::fGL_Lights)
|
526
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- {
|
527
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- lightRoom(room);
|
528
|
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- }
|
529
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|
-
|
530
|
|
- drawRoom(room, false);
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|
491
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+ lightRoom(room);
|
531
|
492
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}
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|
493
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+
|
|
494
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+ drawRoom(room, false);
|
532
|
495
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}
|
533
|
496
|
|
534
|
497
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// Draw all visible enities
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|
@@ -593,12 +556,7 @@ void Render::display()
|
593
|
556
|
{
|
594
|
557
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for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
|
595
|
558
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{
|
596
|
|
- room = mRoomRenderList[i];
|
597
|
|
-
|
598
|
|
- if (room)
|
599
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|
- {
|
600
|
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- drawRoom(room, true);
|
601
|
|
- }
|
|
559
|
+ drawRoom(*mRoomRenderList[i], true);
|
602
|
560
|
}
|
603
|
561
|
}
|
604
|
562
|
|
|
@@ -658,21 +616,13 @@ void Render::drawLoadScreen()
|
658
|
616
|
void Render::newRoomRenderList(int index)
|
659
|
617
|
{
|
660
|
618
|
static int currentRoomId = -1;
|
661
|
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- RenderRoom *room;
|
662
|
|
-
|
663
|
619
|
|
664
|
620
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if (mFlags & Render::fUsePortals)
|
665
|
621
|
{
|
666
|
622
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if (index == -1) // -1 is error, so draw room 0, for the hell of it
|
667
|
623
|
{
|
668
|
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- room = mRooms[0];
|
669
|
|
-
|
670
|
624
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mRoomRenderList.clear();
|
671
|
|
-
|
672
|
|
- if (room)
|
673
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- {
|
674
|
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- mRoomRenderList.push_back(room);
|
675
|
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- }
|
|
625
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+ mRoomRenderList.push_back(&getWorld().getRoom(0));
|
676
|
626
|
}
|
677
|
627
|
else
|
678
|
628
|
{
|
|
@@ -680,9 +630,7 @@ void Render::newRoomRenderList(int index)
|
680
|
630
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if (mFlags & Render::fUpdateRoomListPerFrame ||
|
681
|
631
|
currentRoomId != index)
|
682
|
632
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{
|
683
|
|
- mRoomRenderList.clear();
|
684
|
|
- room = mRooms[index];
|
685
|
|
- buildRoomRenderList(room);
|
|
633
|
+ buildRoomRenderList(getWorld().getRoom(index));
|
686
|
634
|
}
|
687
|
635
|
}
|
688
|
636
|
}
|
|
@@ -693,61 +641,43 @@ void Render::newRoomRenderList(int index)
|
693
|
641
|
printf("*** Room render list -> %i\n", index);
|
694
|
642
|
mRoomRenderList.clear();
|
695
|
643
|
|
696
|
|
- for (unsigned int i = 0; i < mRooms.size(); i++)
|
|
644
|
+ for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
|
697
|
645
|
{
|
698
|
|
- room = mRooms[i];
|
699
|
|
-
|
700
|
|
- if (!room || !room->room)
|
701
|
|
- continue;
|
702
|
|
-
|
703
|
|
- if (!isVisible(room->room->bbox_min, room->room->bbox_max))
|
|
646
|
+ vec3_t bbox[2];
|
|
647
|
+ getWorld().getRoom(i).getBoundingBox(bbox);
|
|
648
|
+ if (!isVisible(bbox[0], bbox[1]))
|
704
|
649
|
continue;
|
705
|
650
|
|
706
|
|
- //room->dist =
|
707
|
|
- //mViewVolume.getDistToBboxFromNear(room->room->bbox_min,
|
708
|
|
- // room->room->bbox_max);
|
709
|
|
-
|
710
|
|
- mRoomRenderList.push_back(room);
|
|
651
|
+ mRoomRenderList.push_back(&getWorld().getRoom(i));
|
711
|
652
|
}
|
712
|
653
|
}
|
713
|
654
|
}
|
714
|
655
|
|
715
|
|
- // Depth Sort roomRenderList ( no use in that, work on portals first )
|
716
|
|
- std::sort(mRoomRenderList.begin(), mRoomRenderList.end(), compareRoomDist);
|
717
|
|
-
|
718
|
656
|
currentRoomId = index;
|
719
|
657
|
}
|
720
|
658
|
|
721
|
659
|
|
722
|
|
-void Render::buildRoomRenderList(RenderRoom *rRoom)
|
|
660
|
+void Render::buildRoomRenderList(Room &room)
|
723
|
661
|
{
|
724
|
|
- RenderRoom *rRoom2;
|
725
|
|
-
|
726
|
|
-
|
727
|
|
- // Must exist
|
728
|
|
- if (!rRoom || !rRoom->room)
|
729
|
|
- return;
|
730
|
662
|
|
731
|
663
|
// Must be visible
|
732
|
664
|
//! \fixme Add depth sorting here - remove multipass
|
733
|
|
- if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
|
|
665
|
+ vec3_t bbox[2];
|
|
666
|
+ room.getBoundingBox(bbox);
|
|
667
|
+ if (!isVisible(bbox[0], bbox[1]))
|
734
|
668
|
return;
|
735
|
669
|
|
736
|
670
|
// Must not already be cached
|
737
|
671
|
for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
|
738
|
672
|
{
|
739
|
|
- rRoom2 = mRoomRenderList[i];
|
|
673
|
+ Room &room2 = *mRoomRenderList[i];
|
740
|
674
|
|
741
|
|
- if (rRoom2 == rRoom)
|
|
675
|
+ if (&room2 == &room)
|
742
|
676
|
return;
|
743
|
677
|
}
|
744
|
678
|
|
745
|
|
- //rRoom->dist =
|
746
|
|
- //mViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
|
747
|
|
- // rRoom->room->bbox_max);
|
748
|
|
-
|
749
|
679
|
/* Add current room to list */
|
750
|
|
- mRoomRenderList.push_back(rRoom);
|
|
680
|
+ mRoomRenderList.push_back(&room);
|
751
|
681
|
|
752
|
682
|
if (mFlags & Render::fOneRoom)
|
753
|
683
|
{
|
|
@@ -755,13 +685,13 @@ void Render::buildRoomRenderList(RenderRoom *rRoom)
|
755
|
685
|
}
|
756
|
686
|
else if (mFlags & Render::fAllRooms) /* Are you serious? */
|
757
|
687
|
{
|
758
|
|
- for (unsigned int i = 0; i < mRooms.size(); i++)
|
|
688
|
+ for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
|
759
|
689
|
{
|
760
|
|
- rRoom2 = mRooms[i];
|
|
690
|
+ Room &room2 = getWorld().getRoom(i);
|
761
|
691
|
|
762
|
|
- if (rRoom2 && rRoom2 != rRoom)
|
|
692
|
+ if (&room2 != &room)
|
763
|
693
|
{
|
764
|
|
- buildRoomRenderList(rRoom2);
|
|
694
|
+ buildRoomRenderList(room2);
|
765
|
695
|
}
|
766
|
696
|
}
|
767
|
697
|
|
|
@@ -769,18 +699,18 @@ void Render::buildRoomRenderList(RenderRoom *rRoom)
|
769
|
699
|
}
|
770
|
700
|
|
771
|
701
|
// Try to add adj rooms and their adj rooms, skip this room
|
772
|
|
- for (unsigned int i = 1; i < rRoom->room->adjacentRooms.size(); i++)
|
|
702
|
+ for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
|
773
|
703
|
{
|
774
|
|
- if (rRoom->room->adjacentRooms[i] < 0)
|
|
704
|
+ if (room.getAdjacentRoom(i) < 0)
|
775
|
705
|
continue;
|
776
|
706
|
|
777
|
|
- rRoom2 = mRooms[rRoom->room->adjacentRooms[i]];
|
|
707
|
+ Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
|
778
|
708
|
|
779
|
709
|
// Mongoose 2002.03.22, Add portal visibility check here
|
780
|
710
|
|
781
|
|
- if (rRoom2 && rRoom2 != rRoom)
|
|
711
|
+ if (&room2 != &room)
|
782
|
712
|
{
|
783
|
|
- buildRoomRenderList(rRoom2);
|
|
713
|
+ buildRoomRenderList(room2);
|
784
|
714
|
}
|
785
|
715
|
}
|
786
|
716
|
}
|
|
@@ -813,13 +743,6 @@ void Render::drawSkyMesh(float scale)
|
813
|
743
|
|
814
|
744
|
void Render::drawObjects()
|
815
|
745
|
{
|
816
|
|
-#ifdef USING_FPS_CAMERA
|
817
|
|
- vec3_t curPos;
|
818
|
|
-#endif
|
819
|
|
- sprite_seq_t *sprite;
|
820
|
|
- int frame;
|
821
|
|
-
|
822
|
|
-
|
823
|
746
|
// Draw lara or other player model ( move to entity rendering method )
|
824
|
747
|
if (mFlags & Render::fViewModel && getGame().mLara && getGame().mLara->tmpHook)
|
825
|
748
|
{
|
|
@@ -827,6 +750,7 @@ void Render::drawObjects()
|
827
|
750
|
|
828
|
751
|
if (mdl)
|
829
|
752
|
{
|
|
753
|
+ int frame;
|
830
|
754
|
|
831
|
755
|
// Mongoose 2002.03.22, Test 'idle' aniamtions
|
832
|
756
|
if (!getGame().mLara->moving)
|
|
@@ -854,41 +778,19 @@ void Render::drawObjects()
|
854
|
778
|
|
855
|
779
|
glPushMatrix();
|
856
|
780
|
|
857
|
|
-#ifdef USING_FPS_CAMERA
|
858
|
|
- getCamera().getPosition(curPos);
|
859
|
|
- glTranslated(curPos[0], curPos[1], curPos[2]);
|
860
|
|
- glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
|
861
|
|
- glTranslated(0, 500, 1200);
|
862
|
|
-#else
|
863
|
781
|
glTranslated(getGame().mLara->pos[0], getGame().mLara->pos[1], getGame().mLara->pos[2]);
|
864
|
782
|
glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
|
865
|
|
-#endif
|
866
|
783
|
|
867
|
784
|
drawModel(getGame().mLara->tmpHook);
|
868
|
785
|
glPopMatrix();
|
869
|
786
|
}
|
870
|
787
|
|
871
|
788
|
// Mongoose 2002.03.22, Draw sprites after player to handle alpha
|
872
|
|
- if (mFlags & Render::fSprites)
|
873
|
|
- {
|
874
|
|
- std::vector<sprite_seq_t *> *sprites;
|
875
|
|
-
|
876
|
|
- sprites = getWorld().getSprites();
|
877
|
|
-
|
878
|
|
- for (unsigned int i = 0; i < sprites->size(); i++)
|
879
|
|
- {
|
880
|
|
- sprite = sprites->at(i);
|
881
|
|
-
|
882
|
|
- if (!sprite)
|
883
|
|
- continue;
|
884
|
|
-
|
885
|
|
- if (sprite->sprite && sprite->num_sprites)
|
886
|
|
- {
|
887
|
|
- for (int j = 0; j < sprite->num_sprites; j++)
|
888
|
|
- {
|
889
|
|
- drawSprite((sprite_t *)(sprite->sprite+j));
|
890
|
|
- }
|
891
|
|
- }
|
|
789
|
+ if (mFlags & Render::fSprites) {
|
|
790
|
+ for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
|
|
791
|
+ SpriteSequence &sprite = getWorld().getSprite(i);
|
|
792
|
+ for (unsigned int j = 0; j < sprite.size(); j++)
|
|
793
|
+ sprite.get(j).display();
|
892
|
794
|
}
|
893
|
795
|
}
|
894
|
796
|
}
|
|
@@ -1233,16 +1135,8 @@ void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
|
1233
|
1135
|
}
|
1234
|
1136
|
|
1235
|
1137
|
|
1236
|
|
-void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
|
|
1138
|
+void Render::drawRoom(Room &room, bool draw_alpha)
|
1237
|
1139
|
{
|
1238
|
|
- room_mesh_t *room;
|
1239
|
|
-
|
1240
|
|
-
|
1241
|
|
- if (!rRoom || !rRoom->room)
|
1242
|
|
- return;
|
1243
|
|
-
|
1244
|
|
- room = rRoom->room;
|
1245
|
|
-
|
1246
|
1140
|
if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
|
1247
|
1141
|
return;
|
1248
|
1142
|
|
|
@@ -1252,53 +1146,35 @@ void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
|
1252
|
1146
|
mTexture.bindTextureId(0); // WHITE texture
|
1253
|
1147
|
|
1254
|
1148
|
if (!draw_alpha &&
|
1255
|
|
- (mFlags & Render::fPortals || mMode == Render::modeWireframe))
|
1256
|
|
- {
|
1257
|
|
- portal_t *portal;
|
1258
|
|
-
|
|
1149
|
+ (mFlags & Render::fPortals || mMode == Render::modeWireframe)) {
|
1259
|
1150
|
glLineWidth(2.0);
|
1260
|
1151
|
glColor3fv(RED);
|
1261
|
1152
|
|
1262
|
|
- for (unsigned int i = 0; i < room->portals.size(); i++)
|
1263
|
|
- {
|
1264
|
|
- portal = room->portals[i];
|
1265
|
|
-
|
1266
|
|
- if (!portal)
|
1267
|
|
- continue;
|
|
1153
|
+ for (unsigned int i = 0; i < room.sizePortals(); i++) {
|
|
1154
|
+ Portal &portal = room.getPortal(i);
|
|
1155
|
+ vec3_t vertices[4];
|
|
1156
|
+ portal.getVertices(vertices);
|
1268
|
1157
|
|
1269
|
1158
|
glBegin(GL_LINE_LOOP);
|
1270
|
|
- glVertex3fv(portal->vertices[0]);
|
1271
|
|
- glVertex3fv(portal->vertices[1]);
|
1272
|
|
- glVertex3fv(portal->vertices[2]);
|
1273
|
|
- glVertex3fv(portal->vertices[3]);
|
|
1159
|
+ glVertex3fv(vertices[0]);
|
|
1160
|
+ glVertex3fv(vertices[1]);
|
|
1161
|
+ glVertex3fv(vertices[2]);
|
|
1162
|
+ glVertex3fv(vertices[3]);
|
1274
|
1163
|
glEnd();
|
1275
|
1164
|
}
|
1276
|
1165
|
|
1277
|
1166
|
glLineWidth(1.0);
|
1278
|
|
-
|
1279
|
|
-#ifdef OBSOLETE
|
1280
|
|
- glColor3fv(RED);
|
1281
|
|
-
|
1282
|
|
- for (i = 0; i < (int)room->num_boxes; ++i)
|
1283
|
|
- {
|
1284
|
|
- // Mongoose 2002.08.14, This is a simple test -
|
1285
|
|
- // these like portals are really planes
|
1286
|
|
- glBegin(GL_QUADS);
|
1287
|
|
- glVertex3fv(room->boxes[i].a.pos);
|
1288
|
|
- glVertex3fv(room->boxes[i].b.pos);
|
1289
|
|
- glVertex3fv(room->boxes[i].c.pos);
|
1290
|
|
- glVertex3fv(room->boxes[i].d.pos);
|
1291
|
|
- glEnd();
|
1292
|
|
- }
|
1293
|
|
-#endif
|
1294
|
1167
|
}
|
1295
|
1168
|
|
1296
|
|
- if (mMode == Render::modeWireframe && !draw_alpha)
|
1297
|
|
- {
|
1298
|
|
- draw_bbox(room->bbox_min, room->bbox_max, true);
|
|
1169
|
+ if (mMode == Render::modeWireframe && !draw_alpha) {
|
|
1170
|
+ vec3_t bbox[2];
|
|
1171
|
+ room.getBoundingBox(bbox);
|
|
1172
|
+ draw_bbox(bbox[0], bbox[1], true);
|
1299
|
1173
|
}
|
1300
|
1174
|
|
1301
|
|
- glTranslated(room->pos[0], room->pos[1], room->pos[2]);
|
|
1175
|
+ vec3_t pos;
|
|
1176
|
+ room.getPos(pos);
|
|
1177
|
+ glTranslated(pos[0], pos[1], pos[2]);
|
1302
|
1178
|
|
1303
|
1179
|
// Reset since GL_MODULATE used, reset to WHITE
|
1304
|
1180
|
glColor3fv(WHITE);
|
|
@@ -1306,161 +1182,44 @@ void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
|
1306
|
1182
|
switch (mMode)
|
1307
|
1183
|
{
|
1308
|
1184
|
case modeWireframe:
|
1309
|
|
- rRoom->mesh.mMode = Mesh::MeshModeWireframe;
|
|
1185
|
+ room.getMesh().mMode = Mesh::MeshModeWireframe;
|
1310
|
1186
|
break;
|
1311
|
1187
|
case modeSolid:
|
1312
|
|
- rRoom->mesh.mMode = Mesh::MeshModeSolid;
|
|
1188
|
+ room.getMesh().mMode = Mesh::MeshModeSolid;
|
1313
|
1189
|
break;
|
1314
|
1190
|
default:
|
1315
|
|
- rRoom->mesh.mMode = Mesh::MeshModeTexture;
|
|
1191
|
+ room.getMesh().mMode = Mesh::MeshModeTexture;
|
1316
|
1192
|
break;
|
1317
|
1193
|
}
|
1318
|
1194
|
|
1319
|
1195
|
if (draw_alpha)
|
1320
|
|
- {
|
1321
|
|
- rRoom->mesh.drawAlpha();
|
1322
|
|
- }
|
|
1196
|
+ room.getMesh().drawAlpha();
|
1323
|
1197
|
else
|
1324
|
|
- {
|
1325
|
|
- rRoom->mesh.drawSolid();
|
1326
|
|
- }
|
|
1198
|
+ room.getMesh().drawSolid();
|
1327
|
1199
|
|
1328
|
1200
|
glPopMatrix();
|
1329
|
1201
|
|
1330
|
1202
|
//mTexture.bindTextureId(0);
|
1331
|
1203
|
|
1332
|
1204
|
// Draw other room meshes and sprites
|
1333
|
|
- if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
|
1334
|
|
- {
|
1335
|
|
- if (mFlags & Render::fRoomModels)
|
1336
|
|
- {
|
1337
|
|
- static_model_t *mdl;
|
1338
|
|
-
|
1339
|
|
- for (unsigned int i = 0; i < room->models.size(); i++)
|
1340
|
|
- {
|
1341
|
|
- mdl = room->models[i];
|
1342
|
|
-
|
1343
|
|
- if (!mdl)
|
1344
|
|
- continue;
|
1345
|
|
-
|
1346
|
|
- mdl->pos[0] += room->pos[0];
|
1347
|
|
- mdl->pos[1] += room->pos[1];
|
1348
|
|
- mdl->pos[2] += room->pos[2];
|
1349
|
|
-
|
1350
|
|
- // Depth sort room model render list with qsort
|
1351
|
|
- std::sort(room->models.begin(), room->models.end(), compareStaticModels);
|
1352
|
|
-
|
1353
|
|
- mdl->pos[0] -= room->pos[0];
|
1354
|
|
- mdl->pos[1] -= room->pos[1];
|
1355
|
|
- mdl->pos[2] -= room->pos[2];
|
1356
|
|
- }
|
1357
|
|
-
|
1358
|
|
- for (unsigned int i = 0; i < room->models.size(); i++)
|
1359
|
|
- {
|
1360
|
|
- drawRoomModel(room->models[i]);
|
|
1205
|
+ if (draw_alpha || mMode == modeWireframe || mMode == modeSolid) {
|
|
1206
|
+ if (mFlags & Render::fRoomModels) {
|
|
1207
|
+ room.sortModels();
|
|
1208
|
+ for (unsigned int i = 0; i < room.sizeModels(); i++) {
|
|
1209
|
+ room.getModel(i).display();
|
1361
|
1210
|
}
|
1362
|
1211
|
}
|
1363
|
1212
|
|
1364
|
1213
|
// Draw other room alpha polygon objects
|
1365
|
|
- if (mFlags & Render::fSprites)
|
1366
|
|
- {
|
1367
|
|
- for (unsigned int i = 0; i < room->sprites.size(); i++)
|
1368
|
|
- {
|
1369
|
|
- drawSprite(room->sprites[i]);
|
|
1214
|
+ if (mFlags & Render::fSprites) {
|
|
1215
|
+ for (unsigned int i = 0; i < room.sizeSprites(); i++) {
|
|
1216
|
+ room.getSprite(i).display();
|
1370
|
1217
|
}
|
1371
|
1218
|
}
|
1372
|
1219
|
}
|
1373
|
1220
|
}
|
1374
|
1221
|
|
1375
|
1222
|
|
1376
|
|
-void Render::drawSprite(sprite_t *sprite)
|
1377
|
|
-{
|
1378
|
|
- if (!sprite)
|
1379
|
|
- return;
|
1380
|
|
-
|
1381
|
|
- if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
|
1382
|
|
- sprite->radius))
|
1383
|
|
- return;
|
1384
|
|
-
|
1385
|
|
- glPushMatrix();
|
1386
|
|
- glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
|
1387
|
|
-
|
1388
|
|
- // Sprites must always face camera, because they have no depth =)
|
1389
|
|
- glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
|
1390
|
|
-
|
1391
|
|
- switch (mMode)
|
1392
|
|
- {
|
1393
|
|
- // No vertex lighting on sprites, as far as I see in specs
|
1394
|
|
- // So just draw normal texture, no case 2
|
1395
|
|
- case Render::modeSolid:
|
1396
|
|
- glBegin(GL_TRIANGLE_STRIP);
|
1397
|
|
- glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
|
1398
|
|
- glVertex3fv(sprite->vertex[0].pos);
|
1399
|
|
-
|
1400
|
|
- glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
|
1401
|
|
- glVertex3fv(sprite->vertex[1].pos);
|
1402
|
|
-
|
1403
|
|
- glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
|
1404
|
|
- glVertex3fv(sprite->vertex[3].pos);
|
1405
|
|
-
|
1406
|
|
- glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
|
1407
|
|
- glVertex3fv(sprite->vertex[2].pos);
|
1408
|
|
- glEnd();
|
1409
|
|
- break;
|
1410
|
|
- case Render::modeWireframe:
|
1411
|
|
- glColor3fv(CYAN);
|
1412
|
|
- glBegin(GL_LINE_LOOP);
|
1413
|
|
- glVertex3fv(sprite->vertex[0].pos);
|
1414
|
|
- glVertex3fv(sprite->vertex[1].pos);
|
1415
|
|
- glVertex3fv(sprite->vertex[2].pos);
|
1416
|
|
- glVertex3fv(sprite->vertex[3].pos);
|
1417
|
|
- glEnd();
|
1418
|
|
- glColor3fv(WHITE);
|
1419
|
|
- break;
|
1420
|
|
- default:
|
1421
|
|
- glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
|
1422
|
|
-
|
1423
|
|
- glBegin(GL_TRIANGLE_STRIP);
|
1424
|
|
- glTexCoord2fv(sprite->texel[0].st);
|
1425
|
|
- glVertex3fv(sprite->vertex[0].pos);
|
1426
|
|
- glTexCoord2fv(sprite->texel[1].st);
|
1427
|
|
- glVertex3fv(sprite->vertex[1].pos);
|
1428
|
|
- glTexCoord2fv(sprite->texel[3].st);
|
1429
|
|
- glVertex3fv(sprite->vertex[3].pos);
|
1430
|
|
- glTexCoord2fv(sprite->texel[2].st);
|
1431
|
|
- glVertex3fv(sprite->vertex[2].pos);
|
1432
|
|
- glEnd();
|
1433
|
|
- }
|
1434
|
|
-
|
1435
|
|
- glPopMatrix();
|
1436
|
|
-}
|
1437
|
|
-
|
1438
|
|
-
|
1439
|
|
-void Render::drawRoomModel(static_model_t *mesh)
|
1440
|
|
-{
|
1441
|
|
- model_mesh_t *r_mesh;
|
1442
|
|
-
|
1443
|
|
-
|
1444
|
|
- if (!mesh)
|
1445
|
|
- return;
|
1446
|
|
-
|
1447
|
|
- r_mesh = getWorld().getMesh(mesh->index);
|
1448
|
|
-
|
1449
|
|
- if (!r_mesh)
|
1450
|
|
- return;
|
1451
|
|
-
|
1452
|
|
- if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
|
1453
|
|
- return;
|
1454
|
|
-
|
1455
|
|
- glPushMatrix();
|
1456
|
|
- glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
|
1457
|
|
- glRotated(mesh->yaw, 0, 1, 0);
|
1458
|
|
-
|
1459
|
|
- drawModelMesh(r_mesh, roomMesh);
|
1460
|
|
- glPopMatrix();
|
1461
|
|
-}
|
1462
|
|
-
|
1463
|
|
-
|
1464
|
1223
|
void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
|
1465
|
1224
|
{
|
1466
|
1225
|
glBegin(GL_TRIANGLES);
|