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Moving to OpenGL 3.3 core. Depending on GLM. Removed old level reader, old math lib.

Thomas Buck 10 anni fa
parent
commit
c2db7bcfbd
77 ha cambiato i file con 1206 aggiunte e 12457 eliminazioni
  1. 11
    0
      ChangeLog.md
  2. 6
    2
      README.md
  3. 63
    0
      cmake/FindGLM.cmake
  4. 1
    1
      cmake/travis_install_linux.sh
  5. 1
    1
      cmake/travis_install_mac.sh
  6. 16
    71
      include/Camera.h
  7. 0
    5
      include/Entity.h
  8. 0
    3
      include/Game.h
  9. 10
    9
      include/Mesh.h
  10. 17
    161
      include/Render.h
  11. 0
    5
      include/Room.h
  12. 3
    12
      include/RoomData.h
  13. 0
    12
      include/SkeletalModel.h
  14. 0
    16
      include/Sprite.h
  15. 0
    3
      include/StaticMesh.h
  16. 16
    13
      include/TextureManager.h
  17. 0
    728
      include/TombRaider.h
  18. 0
    1139
      include/TombRaiderData.h
  19. 0
    152
      include/ViewVolume.h
  20. 0
    22
      include/commands/CommandAnimate.h
  21. 0
    11
      include/commands/CommandRender.h
  22. 2
    23
      include/global.h
  23. 0
    202
      include/math/Matrix.h
  24. 0
    202
      include/math/Quaternion.h
  25. 0
    46
      include/math/Vec3.h
  26. 0
    65
      include/math/math.h
  27. 5
    2
      include/system/FontTRLE.h
  28. 48
    23
      include/system/Window.h
  29. 4
    1
      include/utils/pcx.h
  30. 6
    2
      include/utils/png.h
  31. 1
    1
      include/utils/tga.h
  32. 8
    6
      src/CMakeLists.txt
  33. 46
    79
      src/Camera.cpp
  34. 1
    1
      src/Console.cpp
  35. 7
    46
      src/Entity.cpp
  36. 13
    294
      src/Game.cpp
  37. 2
    0
      src/Menu.cpp
  38. 7
    9
      src/MenuFolder.cpp
  39. 94
    54
      src/Mesh.cpp
  40. 63
    511
      src/Render.cpp
  41. 25
    388
      src/Room.cpp
  42. 7
    66
      src/RoomData.cpp
  43. 2
    254
      src/SkeletalModel.cpp
  44. 14
    47
      src/Sprite.cpp
  45. 14
    141
      src/StaticMesh.cpp
  46. 45
    81
      src/TextureManager.cpp
  47. 0
    5631
      src/TombRaider.cpp
  48. 116
    74
      src/UI.cpp
  49. 0
    254
      src/ViewVolume.cpp
  50. 0
    1
      src/commands/CMakeLists.txt
  51. 0
    3
      src/commands/Command.cpp
  52. 0
    82
      src/commands/CommandAnimate.cpp
  53. 1
    1
      src/commands/CommandEngine.cpp
  54. 13
    80
      src/commands/CommandRender.cpp
  55. 6
    4
      src/commands/CommandSet.cpp
  56. 1
    1
      src/loader/Loader.cpp
  57. 38
    27
      src/loader/LoaderTR2.cpp
  58. 11
    23
      src/main.cpp
  59. 0
    9
      src/math/CMakeLists.txt
  60. 0
    515
      src/math/Matrix.cpp
  61. 0
    290
      src/math/Quaternion.cpp
  62. 0
    118
      src/math/Vec3.cpp
  63. 0
    94
      src/math/math.cpp
  64. 18
    11
      src/system/FontImGui.cpp
  65. 59
    53
      src/system/FontSDL.cpp
  66. 40
    34
      src/system/FontTRLE.cpp
  67. 2
    2
      src/system/SoundAL.cpp
  68. 264
    127
      src/system/Window.cpp
  69. 4
    2
      src/system/WindowGLUT.cpp
  70. 17
    10
      src/system/WindowSDL.cpp
  71. 1
    1
      src/utils/filesystem.cpp
  72. 14
    13
      src/utils/pcx.cpp
  73. 3
    3
      src/utils/pixel.cpp
  74. 30
    31
      src/utils/png.cpp
  75. 10
    10
      src/utils/tga.cpp
  76. 0
    9
      test/CMakeLists.txt
  77. 0
    34
      test/math.cpp

+ 11
- 0
ChangeLog.md Vedi File

@@ -2,6 +2,17 @@
2 2
 
3 3
 ## OpenRaider (0.1.3) xythobuz <xythobuz@xythobuz.de>
4 4
 
5
+    [ 20141215 ]
6
+    * Rewrote GL code for the Font implementations, ImGUI and the Main Menu
7
+
8
+    [ 20141214 ]
9
+    * Removed math, Matrix, Quaternion, Vec3, ViewVolume
10
+
11
+    [ 20141213 ]
12
+    * Completely removed old TombRaider level reader (so only unfinished TR2 compatibility now)
13
+    * Now creating OpenGL 3.3 Core Profile Context, so absolutely _nothing_ works right now!
14
+    * Now depending on GLM lib
15
+
5 16
     [ 20141207 ]
6 17
     * LoaderTR2 now also loads all important parts of the Room structures
7 18
     * Started work on new Mesh implementation used with LoaderTR2

+ 6
- 2
README.md Vedi File

@@ -1,6 +1,8 @@
1 1
 # OpenRaider
2 2
 
3
-[![Build Status](https://travis-ci.org/xythobuz/OpenRaider.svg?branch=master)](https://travis-ci.org/xythobuz/OpenRaider)
3
+[![Build Status](https://travis-ci.org/xythobuz/OpenRaider.svg?branch=loader)](https://travis-ci.org/xythobuz/OpenRaider)
4
+
5
+__This is the development branch of OpenRaider! Currently in the process of moving to OpenGL 3.3...__
4 6
 
5 7
 This is a fork of the [OpenRaider](http://openraider.sourceforge.net) Open Source implementation of the classic Tomb Raider Game Engine. The original project was abandoned in 2003.
6 8
 
@@ -39,6 +41,7 @@ Basically, OpenRaider depends on the following:
39 41
 * C++11 compiler
40 42
 * cmake
41 43
 * OpenGL
44
+* GLM
42 45
 * zlib
43 46
 * SDL2
44 47
 * SDL2-TTF (optional, needed if you want to use TTF fonts)
@@ -47,7 +50,7 @@ Basically, OpenRaider depends on the following:
47 50
 
48 51
 On Mac OS X 10.9 with [XCode](https://developer.apple.com/xcode/) and [MacPorts](http://www.macports.org) installed, the following should be enough to get all dependencies that are available as port:
49 52
 
50
-    sudo port install cmake zlib libsdl2 libsdl2_ttf
53
+    sudo port install cmake zlib glm libsdl2 libsdl2_ttf
51 54
 
52 55
 A similar command for the package manager of your favorite Linux Distribution should do the trick.
53 56
 
@@ -178,6 +181,7 @@ There are some included cmake scripts:
178 181
 * [GetGitRevisionDescription.cmake](https://github.com/rpavlik/cmake-modules/blob/master/GetGitRevisionDescription.cmake)
179 182
 * [GetGitRevisionDescription.cmake.in](https://github.com/rpavlik/cmake-modules/blob/master/GetGitRevisionDescription.cmake.in)
180 183
 * [FindFreeGLUT](https://github.com/PDAL/PDAL/blob/master/cmake/modules/FindFreeGLUT.cmake)
184
+* [FindGLM] (https://github.com/g-truc/glm/blob/master/util/FindGLM.cmake)
181 185
 
182 186
 See the respective files in `cmake` for their licensing.
183 187
 

+ 63
- 0
cmake/FindGLM.cmake Vedi File

@@ -0,0 +1,63 @@
1
+# FindGLM - attempts to locate the glm matrix/vector library.
2
+#
3
+# This module defines the following variables (on success):
4
+#   GLM_INCLUDE_DIRS  - where to find glm/glm.hpp
5
+#   GLM_FOUND         - if the library was successfully located
6
+#
7
+# It is trying a few standard installation locations, but can be customized
8
+# with the following variables:
9
+#   GLM_ROOT_DIR      - root directory of a glm installation
10
+#                       Headers are expected to be found in either:
11
+#                       <GLM_ROOT_DIR>/glm/glm.hpp           OR
12
+#                       <GLM_ROOT_DIR>/include/glm/glm.hpp
13
+#                       This variable can either be a cmake or environment
14
+#                       variable. Note however that changing the value
15
+#                       of the environment varible will NOT result in
16
+#                       re-running the header search and therefore NOT
17
+#                       adjust the variables set by this module.
18
+
19
+#=============================================================================
20
+# Copyright 2012 Carsten Neumann
21
+#
22
+# Distributed under the OSI-approved BSD License (the "License");
23
+# see accompanying file Copyright.txt for details.
24
+#
25
+# This software is distributed WITHOUT ANY WARRANTY; without even the
26
+# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
27
+# See the License for more information.
28
+#=============================================================================
29
+# (To distribute this file outside of CMake, substitute the full
30
+#  License text for the above reference.)
31
+
32
+# default search dirs
33
+SET(_glm_HEADER_SEARCH_DIRS
34
+    "/usr/include"
35
+    "/usr/local/include")
36
+
37
+# check environment variable
38
+SET(_glm_ENV_ROOT_DIR "$ENV{GLM_ROOT_DIR}")
39
+
40
+IF(NOT GLM_ROOT_DIR AND _glm_ENV_ROOT_DIR)
41
+    SET(GLM_ROOT_DIR "${_glm_ENV_ROOT_DIR}")
42
+ENDIF(NOT GLM_ROOT_DIR AND _glm_ENV_ROOT_DIR)
43
+
44
+# put user specified location at beginning of search
45
+IF(GLM_ROOT_DIR)
46
+    SET(_glm_HEADER_SEARCH_DIRS "${GLM_ROOT_DIR}"
47
+                                "${GLM_ROOT_DIR}/include"
48
+                                 ${_glm_HEADER_SEARCH_DIRS})
49
+ENDIF(GLM_ROOT_DIR)
50
+
51
+# locate header
52
+FIND_PATH(GLM_INCLUDE_DIR "glm/glm.hpp"
53
+    PATHS ${_glm_HEADER_SEARCH_DIRS})
54
+
55
+INCLUDE(FindPackageHandleStandardArgs)
56
+FIND_PACKAGE_HANDLE_STANDARD_ARGS(GLM DEFAULT_MSG
57
+    GLM_INCLUDE_DIR)
58
+
59
+IF(GLM_FOUND)
60
+    SET(GLM_INCLUDE_DIRS "${GLM_INCLUDE_DIR}")
61
+
62
+    MESSAGE(STATUS "GLM_INCLUDE_DIR = ${GLM_INCLUDE_DIR}")
63
+ENDIF(GLM_FOUND)

+ 1
- 1
cmake/travis_install_linux.sh Vedi File

@@ -1,6 +1,6 @@
1 1
 #!/bin/bash
2 2
 
3
-sudo apt-get -qq -y install libsdl2-dev libsdl2-ttf-dev libalut-dev libpng12-dev zlib1g-dev cmake
3
+sudo apt-get -qq -y install libsdl2-dev libsdl2-ttf-dev libalut-dev libpng12-dev zlib1g-dev cmake glm
4 4
 
5 5
 if [ "$CC" = "gcc" ]; then sudo apt-get install gcc-4.8; fi
6 6
 if [ "$CXX" = "g++" ]; then sudo apt-get install g++-4.8; fi

+ 1
- 1
cmake/travis_install_mac.sh Vedi File

@@ -1,4 +1,4 @@
1 1
 #!/bin/bash
2 2
 
3
-brew install sdl2 sdl2_ttf freealut
3
+brew install sdl2 sdl2_ttf freealut glm
4 4
 

+ 16
- 71
include/Camera.h Vedi File

@@ -2,92 +2,37 @@
2 2
  * \file include/Camera.h
3 3
  * \brief Camera class
4 4
  *
5
- * \author Mongoose
6 5
  * \author xythobuz
7 6
  */
8 7
 
9 8
 #ifndef _CAMERA_H_
10 9
 #define _CAMERA_H_
11 10
 
12
-#include "math/Quaternion.h"
11
+#include "glm/vec3.hpp"
12
+#include "glm/mat4x4.hpp"
13 13
 
14
-/*!
15
- * \brief Commands for interactive camera control
16
- */
17
-enum camera_command {
18
-    CAMERA_ROTATE_RIGHT,
19
-    CAMERA_ROTATE_LEFT,
20
-    CAMERA_ROTATE_UP,
21
-    CAMERA_ROTATE_DOWN
22
-};
23
-
24
-/*!
25
- * \brief Camera class
26
- */
27 14
 class Camera {
28 15
   public:
29
-    /*!
30
-     * \brief Constructs an object of Camera
31
-     */
32
-    Camera();
33
-
34
-    /*!
35
-     * \brief Get the target currently looked at
36
-     * \param target where the target will be stored
37
-     */
38
-    void getTarget(float target[3]);
39
-
40
-    /*!
41
-     * \brief Get angle/yaw of camera
42
-     * \returns theta angle/yaw of camera
43
-     */
44
-    float getRadianYaw() { return mTheta; }
16
+    static void handleMouseMotion(int x, int y);
17
+    static glm::mat4 getViewMatrix();
45 18
 
46
-    /*!
47
-     * \brief Get angle/pitch of camera
48
-     * \returns phi angle/pitch of camera
49
-     */
50
-    float getRadianPitch() { return mTheta2; }
19
+    static float getRadianPitch() { return thetaX; }
20
+    static float getRadianYaw() { return thetaY; }
51 21
 
52
-    /*!
53
-     * \brief Set current position
54
-     * \param pos new position
55
-     */
56
-    void setPosition(float pos[3]);
22
+    static void setPosition(glm::vec3 p) { pos = p; }
23
+    static glm::vec3 getPosition() { return pos; }
57 24
 
58
-    void setSensitivityX(float sens) { mRotationDeltaX = sens; }
25
+    static void setSensitivityX(float sens) { rotationDeltaX = sens; }
26
+    static float getSensitivityX() { return rotationDeltaX; }
59 27
 
60
-    float getSensitivityX() { return mRotationDeltaX; }
61
-
62
-    void setSensitivityY(float sens) { mRotationDeltaY = sens; }
63
-
64
-    float getSensitivityY() { return mRotationDeltaY; }
65
-
66
-    /*!
67
-     * \brief Updates view target
68
-     */
69
-    void update();
70
-
71
-    /*!
72
-     * \brief Sends interactive command to camera
73
-     * \param cmd valid camera command
74
-     */
75
-    void command(enum camera_command cmd);
28
+    static void setSensitivityY(float sens) { rotationDeltaY = sens; }
29
+    static float getSensitivityY() { return rotationDeltaY; }
76 30
 
77 31
   private:
78
-
79
-    void rotate(float angle, float x, float y, float z);
80
-
81
-    Quaternion mQ;         //!< Quaternion for rotation
82
-    float mPos[4];         //!< Location in 3 space (aka eye)
83
-    float mTarget[4];      //!< Postition we're looking at
84
-    float mViewDistance;   //!< Distance from target
85
-    float mTheta;          //!< View angle Y
86
-    float mTheta2;         //!< View angle Z
87
-    float mRotationDeltaX; //!< Horizontal mouse sensitivity
88
-    float mRotationDeltaY; //!< Vertical mouse sensitivity
32
+    static glm::vec3 pos;
33
+    static float thetaX, thetaY;
34
+    static float rotationDeltaX, rotationDeltaY;
89 35
 };
90 36
 
91
-Camera& getCamera();
92
-
93 37
 #endif
38
+

+ 0
- 5
include/Entity.h Vedi File

@@ -9,7 +9,6 @@
9 9
 #define _ENTITY_H_
10 10
 
11 11
 #include "SkeletalModel.h"
12
-#include "TombRaider.h"
13 12
 
14 13
 class Entity {
15 14
   public:
@@ -23,10 +22,6 @@ class Entity {
23 22
 
24 23
     Entity(float p[3], float a[3], int id, long r, unsigned int model);
25 24
 
26
-    Entity(TombRaider& tr, unsigned int index, unsigned int i, unsigned int model);
27
-
28
-    bool operator<(Entity& o);
29
-    static bool compare(Entity* a, Entity* b);
30 25
     void display();
31 26
     void move(char movement);
32 27
     void print();

+ 0
- 3
include/Game.h Vedi File

@@ -12,7 +12,6 @@
12 12
 #include <vector>
13 13
 
14 14
 #include "Entity.h"
15
-#include "TombRaider.h"
16 15
 
17 16
 class Game {
18 17
   public:
@@ -48,8 +47,6 @@ class Game {
48 47
     std::string levelName;
49 48
     bool mLoaded;
50 49
 
51
-    TombRaider mTombRaider;
52
-
53 50
     long mLara;
54 51
 };
55 52
 

+ 10
- 9
include/Mesh.h Vedi File

@@ -10,7 +10,7 @@
10 10
 #ifndef _MESH_H_
11 11
 #define _MESH_H_
12 12
 
13
-#include "math/Vec3.h"
13
+#include "glm/vec3.hpp"
14 14
 
15 15
 /*!
16 16
  * \brief OpenGL Mesh
@@ -19,11 +19,11 @@ class Mesh {
19 19
   public:
20 20
 
21 21
     struct rectangle_t {
22
-        Vec3 a, b, c, d;
22
+        glm::vec3 a, b, c, d;
23 23
         uint16_t texture;
24 24
         float red, green, blue;
25 25
 
26
-        rectangle_t(Vec3 _a, Vec3 _b, Vec3 _c, Vec3 _d, uint16_t t,
26
+        rectangle_t(glm::vec3 _a, glm::vec3 _b, glm::vec3 _c, glm::vec3 _d, uint16_t t,
27 27
                     float re = 0.0f, float gr = 0.0f, float bl = 0.0f)
28 28
             : a(_a), b(_b), c(_c), d(_d), texture(t), red(re), green(gr), blue(bl) { }
29 29
     };
@@ -34,19 +34,20 @@ class Mesh {
34 34
     void drawAlpha();
35 35
     void drawSolid();
36 36
 
37
-    void addTexturedRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d, uint16_t textile);
38
-    void addTexturedTriangle(Vec3 a, Vec3 b, Vec3 c, uint16_t textile);
37
+    void addTexturedRectangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 d, uint16_t textile);
38
+    void addTexturedTriangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, uint16_t textile);
39 39
 
40
-    void addColoredRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d, float re, float gr, float bl);
41
-    void addColoredTriangle(Vec3 a, Vec3 b, Vec3 c, float re, float gr, float bl);
40
+    void addColoredRectangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 d, float re, float gr,
41
+                             float bl);
42
+    void addColoredTriangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, float re, float gr, float bl);
42 43
 
43
-    void addNormal(Vec3 n);
44
+    void addNormal(glm::vec3 n);
44 45
 
45 46
     std::vector<rectangle_t> texturedRectangles;
46 47
     std::vector<rectangle_t> coloredRectangles;
47 48
     std::vector<rectangle_t> texturedTriangles;
48 49
     std::vector<rectangle_t> coloredTriangles;
49
-    std::vector<Vec3> normals;
50
+    std::vector<glm::vec3> normals;
50 51
 
51 52
 
52 53
     // Old API

+ 17
- 161
include/Render.h Vedi File

@@ -9,177 +9,33 @@
9 9
 #ifndef _RENDER_H_
10 10
 #define _RENDER_H_
11 11
 
12
-#include <vector>
12
+#include "glm/vec4.hpp"
13 13
 
14
-#include "Room.h"
15 14
 #include "TextureManager.h"
16
-#include "ViewVolume.h"
17 15
 
18
-/*!
19
- * \brief OpenRaider Renderer class
20
- */
16
+enum class RenderMode {
17
+    Disabled,
18
+    LoadScreen,
19
+    Solid,
20
+    Wireframe,
21
+    Texture
22
+};
23
+
21 24
 class Render {
22 25
   public:
26
+    static RenderMode getMode();
27
+    static void setMode(RenderMode m);
23 28
 
24
-    typedef enum {
25
-        modeDisabled,
26
-        modeLoadScreen,
27
-        modeVertexLight,
28
-        modeSolid,
29
-        modeWireframe,
30
-        modeTexture
31
-    } RenderMode;
32
-
33
-    typedef enum {
34
-        fRoomAlpha              = (1 << 0),
35
-        fEntityModels           = (1 << 1),
36
-        fFog                    = (1 << 2),
37
-        fGL_Lights              = (1 << 3),
38
-        fRenderPonytail         = (1 << 4),
39
-        fAnimateAllModels       = (1 << 5),
40
-        // fMultiTexture           = (1 << 6), //! \todo Whats up with Multitexture stuff? Where is it needed?
41
-    } RenderFlags;
42
-
43
-    /*!
44
-     * \brief Constructs an object of Render
45
-     */
46
-    Render();
47
-
48
-    /*!
49
-     * \brief Deconstructs an object of Render
50
-     */
51
-    ~Render();
52
-
53
-    /*!
54
-     * \brief Makes a screenshot, writes to disk
55
-     * \param filenameBase basename of file to be written
56
-     */
57
-    void screenShot(const char* filenameBase);
58
-
59
-    /*!
60
-     * \brief Gets current rendering mode
61
-     * \returns current RenderMode
62
-     * \fixme Don't return enum as int?!
63
-     */
64
-    int getMode();
65
-
66
-    /*!
67
-     * Removes current world/entity/etc geometry
68
-     */
69
-    void ClearWorld();
70
-
71
-    /*!
72
-     * \brief Clears bitflags, changes state of renderer in some way
73
-     * \param flags RenderFlags to clear (ORed)
74
-     * \fixme use enum not integer as parameter?!
75
-     */
76
-    void clearFlags(unsigned int flags);
77
-
78
-    /*!
79
-     * \brief Sets bitflags, changes state of renderer in some way
80
-     * \param flags RenderFlags to set (ORed)
81
-     * \fixme use enum not integer as parameter?!
82
-     */
83
-    void setFlags(unsigned int flags);
84
-
85
-    void setMode(int n);
86
-
87
-    /*!
88
-     * \brief Renders a single game frame
89
-     */
90
-    void display();
91
-
92
-    void setSkyMesh(int index, bool rot);
93
-
94
-    unsigned int getFlags();
95
-
96
-    /*!
97
-     * \brief Check if a point is in the View Volume
98
-     * \param x X coordinate
99
-     * \param y Y coordinate
100
-     * \param z Z coordinate
101
-     * \returns true if point is visible
102
-     */
103
-    bool isVisible(float x, float y, float z);
104
-
105
-    /*!
106
-     * \brief Check if a sphere is in the View Volume
107
-     * \param x X coordinate of center of sphere
108
-     * \param y Y coordinate of center of sphere
109
-     * \param z Z coordinate of center of sphere
110
-     * \param radius radius of sphere
111
-     * \returns true if sphere is visible
112
-     */
113
-    bool isVisible(float x, float y, float z, float radius);
29
+    static void display();
114 30
 
115
-    bool isVisible(BoundingBox& box);
31
+    static void screenShot(const char* filenameBase);
116 32
 
117
-    float getDistToSphereFromNear(float x, float y, float z, float radius);
118
-
119
-    void debugDisplayTexture(int texture = -1,
120
-                             TextureManager::TextureStorage s = TextureManager::TextureStorage::GAME,
121
-                             float x = 0.0f, float y = 0.0f, float w = 256.0f, float h = 256.0f);
122
-
123
-    void debugDisplayTextile(int texture = -1,
124
-                             float x = 0.0f, float y = 0.0f, float w = 64.0f, float h = 64.0f);
125
-
126
-    void debugDisplaySprite(int sprite = -1, int offset = 0,
127
-                            float x = 0.0f, float y = 0.0f, float w = 128.0f, float h = 128.0f);
33
+    static void drawTexture(float x, float y, float w, float h, glm::vec4 color,
34
+                            unsigned int texture, TextureManager::TextureStorage s);
128 35
 
129 36
   private:
130
-
131
-    void drawTexture(float x, float y, float w, float h,
132
-                     unsigned int texture, TextureManager::TextureStorage s);
133
-
134
-    void drawTextile(float x, float y, float w, float h, unsigned int textile);
135
-
136
-    void drawSprite(float x, float y, float w, float h, unsigned int sprite, unsigned int offset);
137
-
138
-    static void lightRoom(Room& room);
139
-
140
-    void drawLoadScreen();
141
-
142
-    /*!
143
-     * \brief Build a visible room list starting at index
144
-     * \param index valid room index where to start the list
145
-     */
146
-    void newRoomRenderList(int index);
147
-
148
-    /*!
149
-     * \brief Build a visible room list starting from room and
150
-     * only considers its linked rooms and their linked rooms.
151
-     * \param room First room in list
152
-     */
153
-    void buildRoomRenderList(Room& room);
154
-
155
-    /*!
156
-     * \brief Renders Sky domes/boxes/etc by scaling factor.
157
-     *
158
-     * Texture must be initialized.
159
-     * \param scale correct scale for map size
160
-     */
161
-    void drawSkyMesh(float scale);
162
-
163
-    /*!
164
-     * \brief Updates View Volume. Call once per render frame.
165
-     */
166
-    void updateViewVolume();
167
-
168
-    std::vector<Room*> mRoomRenderList;
169
-
170
-    ViewVolume mViewVolume; //!< View Volume for frustum culling
171
-
172
-    unsigned int mFlags;                  //!< Rendering flags
173
-    unsigned int mMode;                   //!< Rendering mode
174
-    int mLock;
175
-    int mSkyMesh;                         //!< Skymesh model id
176
-    bool mSkyMeshRotation;                //!< Should Skymesh be rotated?
177
-
178
-    int debugTexture, debugTextile, debugSprite, debugSpriteOffset;
179
-    TextureManager::TextureStorage debugTextureStorage;
180
-    float debugX, debugY, debugW, debugH;
37
+    static RenderMode mode;
181 38
 };
182 39
 
183
-Render& getRender();
184
-
185 40
 #endif
41
+

+ 0
- 5
include/Room.h Vedi File

@@ -11,7 +11,6 @@
11 11
 #include <vector>
12 12
 #include "Mesh.h"
13 13
 #include "Sprite.h"
14
-#include "TombRaider.h"
15 14
 #include "RoomData.h"
16 15
 
17 16
 typedef enum {
@@ -20,8 +19,6 @@ typedef enum {
20 19
 
21 20
 class Room {
22 21
   public:
23
-    Room(TombRaider& tr, unsigned int index);
24
-
25 22
     Room(float p[3] = nullptr, unsigned int f = 0, unsigned int x = 0, unsigned int z = 0);
26 23
     ~Room();
27 24
 
@@ -73,8 +70,6 @@ class Room {
73 70
     void addSprite(Sprite* s);
74 71
 
75 72
   private:
76
-    void sortModels();
77
-
78 73
     unsigned int flags;
79 74
     unsigned int numXSectors;
80 75
     unsigned int numZSectors;

+ 3
- 12
include/RoomData.h Vedi File

@@ -8,10 +8,10 @@
8 8
 #ifndef _ROOM_DATA_H_
9 9
 #define _ROOM_DATA_H_
10 10
 
11
+#include "glm/vec3.hpp"
12
+
11 13
 #include <vector>
12 14
 #include <memory>
13
-#include "math/Matrix.h"
14
-#include "TombRaider.h"
15 15
 
16 16
 class BoundingBox {
17 17
   public:
@@ -37,8 +37,6 @@ class Light {
37 37
         typeDirectional = 3  //!< Directional light
38 38
     } LightType;
39 39
 
40
-    Light(TombRaider& tr, unsigned int room, unsigned int index);
41
-
42 40
     void getPos(float p[4]);
43 41
     void getDir(float d[3]);
44 42
     float getAtt();
@@ -57,13 +55,8 @@ class Light {
57 55
 
58 56
 class StaticModel {
59 57
   public:
60
-    StaticModel(TombRaider& tr, unsigned int room, unsigned int i);
61 58
     void display();
62 59
 
63
-    // Compares distance to ViewVolume for depth sorting
64
-    bool operator<(const StaticModel& other);
65
-    static bool compare(StaticModel* a, StaticModel* b);
66
-
67 60
   private:
68 61
     int index;
69 62
     float yaw;
@@ -75,8 +68,7 @@ class StaticModel {
75 68
 
76 69
 class Portal {
77 70
   public:
78
-    Portal(float vert[4][3], float norm[3], int adj);
79
-    Portal(TombRaider& tr, unsigned int room, unsigned int index, Matrix& transform);
71
+    Portal(glm::vec3 vert[4], float norm[3], int adj);
80 72
 
81 73
     void getVertices(float vert[4][3]);
82 74
     int getAdjoiningRoom();
@@ -90,7 +82,6 @@ class Portal {
90 82
 class Sector {
91 83
   public:
92 84
     Sector(float f, float c, bool w) : floor(f), ceiling(c), wall(w) { }
93
-    Sector(TombRaider& tr, unsigned int room, unsigned int index);
94 85
     float getFloor();
95 86
     float getCeiling();
96 87
     bool isWall();

+ 0
- 12
include/SkeletalModel.h Vedi File

@@ -11,14 +11,9 @@
11 11
 
12 12
 #include <vector>
13 13
 
14
-#include "TombRaider.h"
15
-
16 14
 class BoneTag {
17 15
   public:
18 16
     BoneTag(int m, float o[3], float r[3], char f);
19
-
20
-    BoneTag(TombRaider& tr, unsigned int index, unsigned int j, unsigned int* l,
21
-            unsigned int frame_offset);
22 17
     void display();
23 18
 
24 19
     void getOffset(float o[3]);
@@ -35,8 +30,6 @@ class BoneTag {
35 30
 class BoneFrame {
36 31
   public:
37 32
     BoneFrame(float p[3]);
38
-
39
-    BoneFrame(TombRaider& tr, unsigned int index, unsigned int frame_offset);
40 33
     ~BoneFrame();
41 34
 
42 35
     void getPosition(float p[3]);
@@ -53,9 +46,6 @@ class BoneFrame {
53 46
 class AnimationFrame {
54 47
   public:
55 48
     AnimationFrame(char r);
56
-
57
-    AnimationFrame(TombRaider& tr, unsigned int index, int a, unsigned int* frame_offset,
58
-                   int frame_step);
59 49
     ~AnimationFrame();
60 50
 
61 51
     unsigned long size();
@@ -70,8 +60,6 @@ class AnimationFrame {
70 60
 class SkeletalModel {
71 61
   public:
72 62
     SkeletalModel(int i);
73
-
74
-    SkeletalModel(TombRaider& tr, unsigned int index, int objectId);
75 63
     ~SkeletalModel();
76 64
     void display(unsigned long aframe, unsigned long bframe);
77 65
 

+ 0
- 16
include/Sprite.h Vedi File

@@ -11,21 +11,10 @@
11 11
 #include <cstdint>
12 12
 
13 13
 #include "loader/Loader.h"
14
-#include "TombRaider.h"
15 14
 
16 15
 class Sprite {
17 16
   public:
18 17
     Sprite(uint16_t tile, uint8_t x, uint8_t y, uint16_t width, uint16_t height);
19
-
20
-    Sprite(TombRaider& tr, unsigned int room, unsigned int index);
21
-
22
-    Sprite(TombRaider& tr, unsigned int item, unsigned int sequence, unsigned int index) :
23
-        Sprite((tr.Sprite() + ((tr.SpriteSequence() + sequence)->offset) + index)->tile,
24
-               (tr.Sprite() + ((tr.SpriteSequence() + sequence)->offset) + index)->x,
25
-               (tr.Sprite() + ((tr.SpriteSequence() + sequence)->offset) + index)->y,
26
-               (tr.Sprite() + ((tr.SpriteSequence() + sequence)->offset) + index)->width,
27
-               (tr.Sprite() + ((tr.SpriteSequence() + sequence)->offset) + index)->height) { }
28
-
29 18
     void display();
30 19
     void display(float x, float y, float w, float h);
31 20
 
@@ -42,17 +31,12 @@ class SpriteSequence {
42 31
     SpriteSequence(int32_t objectID);
43 32
     void add(Sprite s);
44 33
 
45
-    SpriteSequence(TombRaider& tr, unsigned int item, unsigned int sequence);
46
-    ~SpriteSequence();
47
-
48 34
     unsigned long size();
49 35
     Sprite& get(unsigned long index);
50 36
 
51 37
   private:
52 38
     int32_t id;
53 39
     std::vector<Sprite> sprites;
54
-
55
-    std::vector<Sprite*> oldsprites;
56 40
 };
57 41
 
58 42
 #endif

+ 0
- 3
include/StaticMesh.h Vedi File

@@ -9,7 +9,6 @@
9 9
 #define _STATIC_MODEL_H_
10 10
 
11 11
 #include <vector>
12
-#include "TombRaider.h"
13 12
 
14 13
 class TexturedTriangle {
15 14
   public:
@@ -26,8 +25,6 @@ class TexturedTriangle {
26 25
 class StaticMesh {
27 26
   public:
28 27
     StaticMesh(int id, int mesh);
29
-
30
-    StaticMesh(TombRaider& tr, unsigned int index);
31 28
     ~StaticMesh();
32 29
     void display();
33 30
     float getRadius();

+ 16
- 13
include/TextureManager.h Vedi File

@@ -12,8 +12,6 @@
12 12
 #include <cstdint>
13 13
 #include <vector>
14 14
 
15
-#include "math/Vec3.h"
16
-
17 15
 // These are loaded into TextureStorage::SYSTEM by initialize()!
18 16
 #define TEXTURE_WHITE 0
19 17
 #define TEXTURE_SPLASH 1
@@ -32,16 +30,11 @@ class TextureTile {
32 30
     ~TextureTile();
33 31
 
34 32
     void add(TextureTileVertex* t);
35
-    bool isTriangle();
36
-    void display(float x, float y, float w, float h, float z);
37 33
 
38
-    void displayTriangle(Vec3 a, Vec3 b, Vec3 c);
39
-    void displayRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d);
34
+    void displayTriangle(float a[3], float b[3], float c[3]);
35
+    void displayRectangle(float a[3], float b[3], float c[3], float d[3]);
40 36
 
41 37
   private:
42
-    void displayTriangle(float x, float y, float w, float h, float z);
43
-    void displayRectangle(float x, float y, float w, float h, float z);
44
-
45 38
     uint16_t attribute;
46 39
     uint16_t texture;
47 40
     std::vector<TextureTileVertex*> vertices;
@@ -53,6 +46,14 @@ class TextureTile {
53 46
 class TextureManager {
54 47
   public:
55 48
 
49
+    enum class ColorMode {
50
+        RGB,
51
+        RGBA,
52
+        ARGB,
53
+        BGR,
54
+        BGRA
55
+    };
56
+
56 57
     enum class TextureStorage {
57 58
         GAME,
58 59
         SYSTEM
@@ -61,6 +62,7 @@ class TextureManager {
61 62
     ~TextureManager();
62 63
 
63 64
     int initialize();
65
+    int initializeSplash();
64 66
 
65 67
     void clear();
66 68
 
@@ -70,8 +72,9 @@ class TextureManager {
70 72
      * \brief Binds the texture for use in GL
71 73
      * \param n valid texture index
72 74
      * \param s Which TextureStorage should be accessed
75
+     * \param unit Which GL texture unit should be used
73 76
      */
74
-    void bindTextureId(unsigned int n, TextureStorage s = TextureStorage::GAME);
77
+    void bindTextureId(unsigned int n, TextureStorage s = TextureStorage::GAME, unsigned int unit = 0);
75 78
 
76 79
     /*!
77 80
      * \brief Loads Buffer as texture
@@ -85,9 +88,9 @@ class TextureManager {
85 88
      * \param filter if the texture should be mipmap filtered
86 89
      * \returns texture ID or < 0 on error
87 90
      */
88
-    int loadBufferSlot(unsigned char* image,
89
-                       unsigned int width, unsigned int height,
90
-                       ColorMode mode, unsigned int bpp,
91
+    int loadBufferSlot(unsigned char* image = nullptr,
92
+                       unsigned int width = 256, unsigned int height = 256,
93
+                       ColorMode mode = ColorMode::RGBA, unsigned int bpp = 32,
91 94
                        TextureStorage s = TextureStorage::GAME,
92 95
                        int slot = -1, bool filter = true);
93 96
 

+ 0
- 728
include/TombRaider.h Vedi File

@@ -1,728 +0,0 @@
1
-/*!
2
- * \file include/TombRaider.h
3
- * \brief Loads maps, meshes, textures...
4
- *
5
- * \todo WARNING: No endian routines as of yet
6
- * \author Mongoose
7
- */
8
-
9
-#ifndef _TOMBRAIDER_H_
10
-#define _TOMBRAIDER_H_
11
-
12
-#include <cstdint>
13
-#include <cstdio>
14
-
15
-#include "TombRaiderData.h"
16
-
17
-/*!
18
- * \brief Loads maps, meshes, textures...
19
- */
20
-class TombRaider {
21
-  public:
22
-
23
-    /*!
24
-     * \brief Constructs an object of TombRaider
25
-     */
26
-    TombRaider();
27
-
28
-    /*!
29
-     * \brief Deconstructs an object of TombRaider
30
-     */
31
-    ~TombRaider();
32
-
33
-    ////////////////////////////////////////
34
-    // Wash me -- not part of cleaned API //
35
-    ////////////////////////////////////////
36
-
37
-    int NumRooms();
38
-
39
-    int NumMoveables();
40
-
41
-    int NumTextures();
42
-
43
-    /*!
44
-     * \brief Get number of _special_ textures/images
45
-     * \returns number of special textures/images
46
-     */
47
-    int NumSpecialTextures();
48
-
49
-    int NumAnimations();
50
-
51
-    unsigned int NumFrames();
52
-
53
-    int NumStaticMeshes();
54
-
55
-    int NumSpriteSequences();
56
-
57
-    int NumItems();
58
-
59
-    tr2_version_type Engine();
60
-
61
-    unsigned short* Frame();
62
-
63
-    tr2_animation_t* Animation();
64
-
65
-    tr2_item_t* Item();
66
-
67
-    tr2_box_t* Box();
68
-
69
-    tr2_mesh_t* Mesh();
70
-
71
-    /*!
72
-     * \brief Get number of animations for a moveable
73
-     * \param moveable_index valid moveable id
74
-     * \returns number of animations for specified moveable
75
-     */
76
-    int getNumAnimsForMoveable(int moveable_index);
77
-
78
-    tr2_staticmesh_t* StaticMesh();
79
-
80
-    tr2_moveable_t* Moveable();
81
-
82
-    tr2_meshtree_t* MeshTree();
83
-
84
-    /*!
85
-     * \brief Get the sprites
86
-     * \returns the sprite array
87
-     */
88
-    tr2_sprite_texture_t* Sprite();
89
-
90
-    tr2_sprite_sequence_t* SpriteSequence();
91
-
92
-    /*!
93
-     * \brief Get copies of texture and it's bumpmap
94
-     * \param texture valid textile index
95
-     * \param image will be set to texture if found, or NULL
96
-     * \param bumpmap will be set to bumpmap if found, or NULL
97
-     */
98
-    void Texture(int texture, unsigned char** image, unsigned char** bumpmap);
99
-
100
-    //unsigned int* Palette16();
101
-    //unsigned char* Palette8();
102
-
103
-    tr2_room_t* Room();
104
-
105
-    /*!
106
-     * \brief Loads TombRaider 1-5 pak into memory
107
-     * and does some processing.
108
-     * \param filename points to valid TombRaider pak
109
-     * \returns 0 on success, < 0 on error
110
-     * \sa TombRaider::loadTR5()
111
-     */
112
-    int Load(const char* filename);
113
-
114
-    /*!
115
-     * \brief Compute rotation angles from moveable animation data
116
-     * \param frame moveable animation data
117
-     * \param frame_offset moveable animation data
118
-     * \param angle_offset moveable animation data
119
-     * \param x will be set to computed angle
120
-     * \param y will be set to computed angle
121
-     * \param z will be set to computed angle
122
-     */
123
-    void computeRotationAngles(unsigned short** frame,
124
-                               unsigned int* frame_offset,
125
-                               unsigned int* angle_offset,
126
-                               float* x, float* y, float* z);
127
-
128
-    /*!
129
-     * \brief Returns computed UV in u and v
130
-     * \param st object texture vert, its coordinates are added to the pixels and divided by 255.0
131
-     * \param u will contain calculated x value
132
-     * \param v will contain calculated y value
133
-     */
134
-    void computeUV(tr2_object_texture_vert_t* st, float* u, float* v);
135
-
136
-    void getColor(int index, float color[4]);
137
-
138
-    tr2_version_type getEngine();
139
-
140
-    /*!
141
-     * \brief Get the collision sphere for a mesh
142
-     * \param meshIndex mesh index
143
-     * \param center will be filled with center coordinates, not NULL
144
-     * \param radius will be filled with radius, not NULL
145
-     */
146
-    void getMeshCollisionInfo(unsigned int meshIndex,
147
-                              float center[3], float* radius);
148
-
149
-    /*!
150
-     * \brief Get SIGNED mesh count (TR encoded < 0 errors)
151
-     * \returns signed mesh count
152
-     */
153
-    int getMeshCount();
154
-
155
-    /*!
156
-     * \brief This method is made to let you fill arrays or
157
-     * create single faces. There may be an allocatin version that
158
-     * passes back arrays later.
159
-     * Returns Quads/Rects as 2 triangles,
160
-     * because returning quads would be too trivial :)
161
-     * \param meshIndex mesh index
162
-     * \param faceIndex face index
163
-     * \param index allocated RGBA
164
-     * \param color allocated RGBA
165
-     * \fixme This method interface may change later
166
-     */
167
-    void getMeshColoredRectangle(unsigned int meshIndex,
168
-                                 unsigned int faceIndex,
169
-                                 int index[6], float color[4]);
170
-
171
-    /*!
172
-     * \brief This method is made to let you fill arrays or
173
-     * create single faces. There may be an allocating version that
174
-     * passes back arrays later.
175
-     * \param meshIndex mesh index
176
-     * \param faceIndex face index
177
-     * \param index allocated RGBA
178
-     * \param color allocated RGBA
179
-     * \fixme This method interface may change later
180
-     */
181
-    void getMeshColoredTriangle(unsigned int meshIndex,
182
-                                unsigned int faceIndex,
183
-                                int index[3], float color[4]);
184
-
185
-    /*!
186
-     * \brief This method is made to let you fill arrays or
187
-     * create single faces. There may be an allocatin version that
188
-     * passes back arrays later.
189
-     * Returns Quads/Rects as 2 triangles,
190
-     * because returning quads would be too trivial :)
191
-     * \param meshIndex mesh index
192
-     * \param faceIndex face index
193
-     * \param index allocated
194
-     * \param st allocated
195
-     * \param texture allocated
196
-     * \param transparency allocated
197
-     * \fixme This method interface may change later
198
-     */
199
-    void getMeshTexturedRectangle(unsigned int meshIndex,
200
-                                  unsigned int faceIndex,
201
-                                  int index[6], float st[12], int* texture,
202
-                                  unsigned short* transparency);
203
-
204
-    /*!
205
-     * \brief This method is made to let you fill arrays or
206
-     * create single faces. There may be an allocatin version that
207
-     * passes back arrays later.
208
-     * \param meshIndex mesh index
209
-     * \param faceIndex face index
210
-     * \param index allocated
211
-     * \param st allocated
212
-     * \param texture allocated
213
-     * \param transparency allocated
214
-     * \fixme This method interface may change later
215
-     */
216
-    void getMeshTexturedTriangle(unsigned int meshIndex,
217
-                                 unsigned int faceIndex,
218
-                                 int index[3], float st[6], int* texture,
219
-                                 unsigned short* transparency);
220
-
221
-    /*!
222
-     * \brief Get face counts for a given mesh.
223
-     *
224
-     * \todo This method interface may change later...
225
-     * \param meshIndex mesh index
226
-     * \returns number of textured triangles in mesh
227
-     */
228
-    int getMeshTexturedTriangleCount(unsigned int meshIndex);
229
-
230
-    /*!
231
-     * \brief Get face counts for a given mesh.
232
-     * \param meshIndex mesh index
233
-     * \returns number of colored triangles in mesh
234
-     */
235
-    int getMeshColoredTriangleCount(unsigned int meshIndex);
236
-
237
-    /*!
238
-     * \brief Get face counts for a given mesh.
239
-     * \param meshIndex mesh index
240
-     * \returns number of textured rectangles in mesh
241
-     */
242
-    int getMeshTexturedRectangleCount(unsigned int meshIndex);
243
-
244
-    /*!
245
-     * \brief Get face counts for a given mesh.
246
-     * \returns number if colored rectangles in mesh
247
-     */
248
-    int getMeshColoredRectangleCount(unsigned int meshIndex);
249
-
250
-    /*!
251
-     * \brief Get vertex, normal and color arrays for a mesh
252
-     * \param meshIndex mesh index
253
-     * \param vertexCount will be set to length of vertex array
254
-     * \param verts will be set to allocated vertex array (XYX)
255
-     * \param normalCount will be set to length of normal array
256
-     * \param norms will be set to allocated normal array (IJK)
257
-     * \param colorCount will be set to length of color array
258
-     * \param colors will be set to allocated color array (I)
259
-     */
260
-    void getMeshVertexArrays(unsigned int meshIndex,
261
-                             unsigned int* vertexCount, float** verts,
262
-                             unsigned int* normalCount, float** norms,
263
-                             unsigned int* colorCount, float** colors);
264
-
265
-    /*!
266
-     * \brief Get a single collision box from room (unified)
267
-     * \param roomIndex room index
268
-     * \param index index of box in room
269
-     * \param xyzA will contain first corner of box
270
-     * \param xyzB will contain second corner of box
271
-     * \param xyzC will contain third corner of box
272
-     * \param xyzD will contain fourth corner of box
273
-     * \returns 0 on success, < 0 on error
274
-     */
275
-    int getRoomBox(unsigned int roomIndex, unsigned int index,
276
-                   float* xyzA, float* xyzB, float* xyzC, float* xyzD);
277
-
278
-    /*!
279
-     * \brief Get number of collision boxes in room (unified)
280
-     * \param roomIndex room index
281
-     * \returns number of collision boxes in room
282
-     */
283
-    unsigned int getRoomBoxCount(unsigned int roomIndex);
284
-
285
-    void getRoomInfo(unsigned int index,
286
-                     unsigned int* flags, float pos[3],
287
-                     float bboxMin[3], float bboxMax[3]);
288
-
289
-    /*!
290
-     * \brief Get a single light from a room (unified)
291
-     * \param roomIndex valid room index
292
-     * \param index valid light index in room
293
-     * \param pos allocated, will contain position
294
-     * \param color allocated, will contain color
295
-     * \param dir allocated, will contain direction
296
-     * \param attenuation will contain attenuation
297
-     * \param cutoffAngle will contain cutoff angle
298
-     * \param type will contain type
299
-     * \param flags will contain flags
300
-     * \returns 0 on success, < 0 on error
301
-     */
302
-    int getRoomLight(unsigned int roomIndex, unsigned int index,
303
-                     float pos[4], float color[4], float dir[3],
304
-                     float* attenuation, float* cutoffAngle,
305
-                     unsigned int* type, unsigned int* flags);
306
-
307
-    /*!
308
-     * \brief Get number of lights in room (unified)
309
-     * \param roomIndex room index
310
-     * \returns number of lights in room
311
-     */
312
-    unsigned int getRoomLightCount(unsigned int roomIndex);
313
-
314
-    /*!
315
-     * \brief Get a single model info from a room
316
-     * \param roomIndex valid room index
317
-     * \param index valid model index in room
318
-     * \param modelIndex will contain starting mesh
319
-     * \param pos will contain pos
320
-     * \param yaw will contain yaw angle
321
-     * \returns 0 on success, < 0 on error
322
-     */
323
-    int getRoomModel(unsigned int roomIndex, unsigned int index,
324
-                     int* modelIndex, float pos[3], float* yaw);
325
-
326
-    /*!
327
-     * \brief Get number of room models in room (unified)
328
-     * \param roomIndex room index
329
-     * \returns number of room models in room
330
-     */
331
-    unsigned int getRoomModelCount(unsigned int roomIndex);
332
-
333
-    /*!
334
-     * \brief Get a single portal from room (unified)
335
-     * \param roomIndex valid room index
336
-     * \param index valid portal index in room
337
-     * \param adjoiningRoom will contain adjoining room index
338
-     * \param normal allocated, will contain normal vector
339
-     * \param vertices allocated, will contain vertices
340
-     * \returns 0 on success, < 0 on error
341
-     */
342
-    int getRoomPortal(unsigned int roomIndex, unsigned int index,
343
-                      int* adjoiningRoom, float normal[3], float vertices[12]);
344
-
345
-    /*!
346
-     * \brief Get number of portals from room (unified)
347
-     * \param roomIndex room index
348
-     * \returns number of portals from room
349
-     */
350
-    unsigned int getRoomPortalCount(unsigned int roomIndex);
351
-
352
-    /*!
353
-     * \brief Get rectangle data with texCoords for non-matching
354
-     * vertex/uv for each vertex in TombRaider room (unified)
355
-     * \param roomIndex valid room index
356
-     * \param rectangleIndex rectangle index in room
357
-     * \param indices will contain indices
358
-     * \param texCoords will contain texCoords
359
-     * \param texture will contain texture
360
-     * \param flags will contain flags
361
-     */
362
-    void getRoomRectangle(unsigned int roomIndex, unsigned int rectangleIndex,
363
-                          unsigned int* indices, float* texCoords, int* texture,
364
-                          unsigned int* flags);
365
-
366
-    /*!
367
-     * \brief Get number of rectangles from room (unified)
368
-     * \param roomIndex room index
369
-     * \returns number of rectangles from room
370
-     */
371
-    unsigned int getRoomRectangleCount(unsigned int roomIndex);
372
-
373
-    /*!
374
-     * \brief Get a single sector from room (unified)
375
-     * \param roomIndex room index
376
-     * \param index sector index
377
-     * \param flags will contain flags
378
-     * \param ceiling will contain ceiling
379
-     * \param floor will contain floor
380
-     * \param floorDataIndex will contain floor data index
381
-     * \param boxIndex will contain boxIndex
382
-     * \param roomBelow will contain roomBelow
383
-     * \param roomAbove will contain roomAbove
384
-     * \return 0 on success, < 0 on error
385
-     */
386
-    int getRoomSector(unsigned int roomIndex, unsigned int index,
387
-                      unsigned int* flags, float* ceiling, float* floor,
388
-                      int* floorDataIndex, int* boxIndex,
389
-                      int* roomBelow, int* roomAbove);
390
-
391
-    /*!
392
-     * \brief Get number of sectors in room (unified)
393
-     * \param roomIndex room index
394
-     * \param zSectorsCount will contain width of sector list
395
-     * \param xSectorsCount will contain height of sector list
396
-     * \returns number of sectors in room
397
-     */
398
-    unsigned int getRoomSectorCount(unsigned int roomIndex,
399
-                                    unsigned int* zSectorsCount,
400
-                                    unsigned int* xSectorsCount);
401
-
402
-    void getRoomSprite(unsigned int roomIndex, unsigned int index,
403
-                       float scale, int* texture,
404
-                       float* pos, float* vertices, float* texcoords);
405
-
406
-    /*!
407
-     * \brief Get number of sprites in room (unified)
408
-     * \param roomIndex room index
409
-     * \returns number of sprites in room
410
-     */
411
-    unsigned int getRoomSpriteCount(unsigned int roomIndex);
412
-
413
-    /*!
414
-     * \brief Gets triangle data with texCoords for non-matching
415
-     * vertex/uv for each vertex in TombRaider room (unified)
416
-     * \param roomIndex room index
417
-     * \param triangleIndex triangle index
418
-     * \param indices will contain indices
419
-     * \param texCoords will contain texCoords
420
-     * \param texture will contain texture
421
-     * \param flags will contain flags
422
-     */
423
-    void getRoomTriangle(unsigned int roomIndex, unsigned int triangleIndex,
424
-                         unsigned int* indices, float* texCoords, int* texture,
425
-                         unsigned int* flags);
426
-
427
-    /*!
428
-     * \brief Gets triangle data with texCoords for non-matching
429
-     * vertex/uv for each vertex in TombRaider room.
430
-     *
431
-     * This is used with vertices, colors, etc. to do partial array
432
-     * rendering, since the texcoords will never match vertives
433
-     * (Tomb Raider is textile based).
434
-     * \param index room index
435
-     * \param textureOffset texture offset
436
-     * \param count will contain count
437
-     * \param indices will contain indices
438
-     * \param texCoords will contain texCoords
439
-     * \param textures will contain textures
440
-     * \param flags will contain flags
441
-     */
442
-    void getRoomTriangles(unsigned int index, int textureOffset,
443
-                          unsigned int* count, unsigned int** indices,
444
-                          float** texCoords, int** textures,
445
-                          unsigned int** flags);
446
-
447
-    /*!
448
-     * \brief Gets triangle data with duplicated vertex/color/normal
449
-     * data for each face vertex to match the textile based texcoords.
450
-     *
451
-     * This uses more memory, but lets you do direct array rendering
452
-     * with OpenGL, D3D, etc.
453
-     * \param roomIndex room index
454
-     * \param textureOffset texture offset
455
-     * \param count will contain count
456
-     * \param indices will contain indices
457
-     * \param vertices will contain vertices
458
-     * \param texCoords will contain texCoords
459
-     * \param colors will contain colors
460
-     * \param textures will contain textures
461
-     * \param flags will contain flags
462
-     */
463
-    void getRoomTriangles(unsigned int roomIndex, int textureOffset,
464
-                          unsigned int* count,
465
-                          unsigned int** indices, float** vertices,
466
-                          float** texCoords, float** colors,
467
-                          int** textures, unsigned int** flags);
468
-
469
-    /*!
470
-     * \brief Get number of triangles from room (unified)
471
-     * \param roomIndex room index
472
-     * \returns number of triangles from room
473
-     */
474
-    unsigned int getRoomTriangleCount(unsigned int roomIndex);
475
-
476
-    /*!
477
-     * \brief Gets vertex position and color
478
-     * \param roomIndex room index
479
-     * \param vertexIndex vertex index
480
-     * \param xyz will contain vertex position, has to be allocated
481
-     * \param rgba will contain vertex color, has to be allocated
482
-     */
483
-    void getRoomVertex(unsigned int roomIndex, unsigned int vertexIndex,
484
-                       float* xyz, float* rgba);
485
-
486
-    /*!
487
-     * \brief Get allocated vertex and color arrays and their element counts (unified)
488
-     * \param roomIndex valid room index
489
-     * \param vertexCount will contain vertex array length
490
-     * \param vertices will contain vertex array
491
-     * \param normalCount will contain normal array length
492
-     * \param normals will contain normal array
493
-     * \param colorCount will contain color array length
494
-     * \param colors will contain color array
495
-     */
496
-    void getRoomVertexArrays(unsigned int roomIndex,
497
-                             unsigned int* vertexCount, float** vertices,
498
-                             unsigned int* normalCount, float** normals,
499
-                             unsigned int* colorCount, float** colors);
500
-
501
-    /*!
502
-     * \brief Get number of lights in room (unified)
503
-     * \param roomIndex room index
504
-     * \returns number of lights in room
505
-     */
506
-    unsigned int getRoomVertexCount(unsigned int roomIndex);
507
-
508
-    /*!
509
-     * \brief Get sky mesh ID
510
-     * \returns moveable id of sky mesh or -1 if none
511
-     */
512
-    int getSkyModelId();
513
-
514
-    /*!
515
-     * \brief Get a copy of a sound sample and its byte size
516
-     * \param index sound sample index
517
-     * \param bytes will contain byte size of sound sample
518
-     * \param data will contain sound sample
519
-     */
520
-    void getSoundSample(unsigned int index,
521
-                        unsigned int* bytes, unsigned char** data);
522
-
523
-    /*!
524
-     * \brief Get number of loaded sound samples
525
-     * \returns number of sound samples loaded
526
-     */
527
-    unsigned int getSoundSamplesCount();
528
-
529
-    /*!
530
-     * \brief Check if a mesh is valid
531
-     * \param index mesh index (?)
532
-     * \returns true if mesh is valid
533
-     */
534
-    bool isMeshValid(int index);
535
-
536
-    /*!
537
-     * \brief Check if a room is valid (TRC support)
538
-     * \param index room index
539
-     * \returns true if room is valid
540
-     */
541
-    bool isRoomValid(int index);
542
-
543
-    /*!
544
-     * \brief Load an external sound pak for TR2 and TR3
545
-     * \param filename pak to load
546
-     * \returns < 0 on error
547
-     */
548
-    int loadSFX(const char* filename);
549
-
550
-    void reset();
551
-
552
-  private:
553
-
554
-    void extractMeshes(unsigned char* mesh_data,
555
-                       unsigned int num_mesh_pointers,
556
-                       unsigned int* mesh_pointers);
557
-
558
-    int Fread(void* buffer, size_t size, size_t count, FILE* f);
559
-
560
-    /*!
561
-     * \brief Get a copy of the sound samples
562
-     * \param bytes will contain size of sound samples
563
-     * \param data will contain sound samples themselves
564
-     */
565
-    void getRiffData(unsigned int* bytes, unsigned char** data);
566
-
567
-    /*!
568
-     * \brief Get a copy of a TR4 sound sample
569
-     * \param index sound sample index
570
-     * \param bytes will contain length of sound sample
571
-     * \param data will contain sound sample itself
572
-     */
573
-    void getRiffDataTR4(unsigned int index,
574
-                        unsigned int* bytes, unsigned char** data);
575
-
576
-    /*!
577
-     * \brief Get an array of offsets for a contiguous RIFF data stream in chunks.
578
-     *
579
-     * Offsets will be allocated with enough space to hold expected
580
-     * number of offsets. (Should be known number, otherwise not all RIFFs
581
-     * will be parsed.)
582
-     * \param riffData riff data
583
-     * \param riffDataBytes length of riff data
584
-     * \param offsets will contain offsets
585
-     * \param numOffsets known number
586
-     * \returns number of RIFFs found
587
-     */
588
-    int getRiffOffsets(unsigned char* riffData, unsigned int riffDataBytes,
589
-                       unsigned int** offsets, unsigned int numOffsets);
590
-
591
-    /*!
592
-     * \brief Makes a 32bit RGBA image from a textile.
593
-     *
594
-     * This handles all selection and conversion, including
595
-     * alpha layering flags, now.
596
-     * \param texture valid index into textile list
597
-     * \returns 32bit RGBA image or NULL on error
598
-     */
599
-    unsigned char* getTexTile(int texture);
600
-
601
-    /*!
602
-     * \brief Loads a TR5 pak into memory.
603
-     * \param f valid FILE
604
-     * \returns 0 on success, < 0 on error
605
-     */
606
-    int loadTR5(FILE* f);
607
-
608
-    static void print(const char* methodName, const char* s, ...) __attribute__((format(printf, 2, 3)));
609
-
610
-    void printDebug(const char* methodName, const char* s, ...) __attribute__((format(printf, 3, 4)));
611
-
612
-    bool mDebug;                           //!< Debug output toggle
613
-    unsigned int mPakVersion;              //!< TombRaider pak file header version
614
-    tr2_version_type mEngineVersion;       //!< TombRaider engine version
615
-    tr2_colour_t _palette8[256];           //!< 8-bit palette
616
-    unsigned int _palette16[256];          //!< 16-bit palette
617
-    unsigned int _num_textiles;            //!< Total number of texture tiles
618
-    unsigned short  _num_room_textures;    //!< Num textures only for room use?
619
-    unsigned short _num_misc_textures;     //!< Num of textures for misc use?
620
-    unsigned short _num_bump_map_textures; //!< Num of textures that are bump map, texture pairs
621
-    tr2_textile8_t* _textile8;             //!< 8-bit (palettised) textiles
622
-    tr2_textile16_t* _textile16;           //!< 16-bit (ARGB) textiles
623
-    tr2_textile32_t* _textile32;           //!< 32-bit (BGRA) textiles
624
-    unsigned int _num_tex_special;         //!< Special textures and bump maps count
625
-    unsigned char* _tex_special;           //!< Special textures and bump maps
626
-    unsigned int _unknown_t;               //!< 32-bit unknown (always 0 in real TR2 levels)
627
-    unsigned short _num_rooms;             //!< Number of rooms in this level
628
-    tr2_room_t* _rooms;                    //!< List of rooms (TR1,TR2,TR3,TR4)
629
-    tr5_room_t* mRoomsTR5;                 //!< Rooms ( TR5 / TRC ) Only
630
-    unsigned int _num_floor_data;          //!< Num of words of floor data this level
631
-    unsigned short* _floor_data;           //!< Floor data
632
-    int mMeshCount;                        //!< Number of meshes this level
633
-    tr2_mesh_t* mMeshes;                   //!< list of meshes
634
-    unsigned int _num_animations;          //!< number of animations this level
635
-    tr2_animation_t* _animations;          //!< list of animations
636
-    unsigned int _num_state_changes;       //!< number of structures(?) this level
637
-    tr2_state_change_t* _state_changes;    //!< list of structures
638
-    unsigned int _num_anim_dispatches;     //!< number of ranges(?) this level
639
-    tr2_anim_dispatch_t* _anim_dispatches; //!< list of ranges
640
-    unsigned int _num_anim_commands;       //!< number of Bone1s this level
641
-    tr2_anim_command_t* _anim_commands;    //!< list of Bone1s
642
-    unsigned int _num_mesh_trees;          //!< number of Bone2s this level
643
-    tr2_meshtree_t* _mesh_trees;           //!< list of Bone2s
644
-    unsigned int _num_frames;              //!< num of words of frame data this level
645
-    unsigned short* _frames;               //!< frame data
646
-    unsigned int _num_moveables;           //!< number of moveables this level
647
-    tr2_moveable_t* _moveables;            //!< list of moveables
648
-
649
-    uint32_t numMoveablesTR5;
650
-    tr5_moveable_t* moveablesTR5;
651
-
652
-    uint32_t numAnimationsTR5;
653
-    tr5_animation_t* animationsTR5;
654
-
655
-    uint32_t numObjectTexturesTR5;
656
-    tr5_object_texture_t* objectTexturesTR5;
657
-
658
-    uint32_t numCinematicFramesTR5;
659
-    tr5_cinematic_frame_t* cinematicFramesTR5;
660
-
661
-    uint32_t numFlyByCamerasTR5;
662
-    tr5_flyby_camera_t* flyByCamerasTR5;
663
-
664
-    unsigned int _num_static_meshes;        //!< number of static meshes this level
665
-    tr2_staticmesh_t* _static_meshes;       //!< static meshes
666
-    unsigned int _num_object_textures;      //!< number of object textures this level
667
-    tr2_object_texture_t* _object_textures; //!< list of object textures
668
-
669
-    unsigned int _num_sprite_textures;        //!< num of sprite textures this level
670
-    tr2_sprite_texture_t* _sprite_textures;   //!< list of sprite textures
671
-    unsigned int _num_sprite_sequences;       //!< num of sprite sequences this level
672
-    tr2_sprite_sequence_t* _sprite_sequences; //!< sprite sequence data
673
-    int  _num_cameras;                        //!< Number of Cameras
674
-    tr2_camera_t*  _cameras;                  //!< cameras
675
-    int  _num_sound_sources;                  //!< Number of Sounds
676
-    tr2_sound_source_t* _sound_sources;       //!< sounds
677
-    int  _num_boxes;                          //!< Number of Boxes
678
-    tr2_box_t* _boxes;                        /*!< boxes - looks like
679
-                                               * struct { unsigned short value[4]; }
680
-                                               * - value[0..2] might be a vector;
681
-                                               * value[3] seems to be index into
682
-                                               * Overlaps[] */
683
-    int  _num_overlaps;                       //!< Number of Overlaps
684
-    short*  _overlaps;                        /*!< Overlaps -
685
-                                               * looks like ushort; 0x8000 is flag
686
-                                               * of some sort appears to be an
687
-                                               * offset into Boxes[] and/or
688
-                                               * Boxes2[] */
689
-    short*  _zones;                           //!< Boxes2
690
-    int  _num_animated_textures;              //!< Number of AnimTextures
691
-    short*  _animated_textures;               //!< Animtextures
692
-    int  _num_items;                          //!< Number of Items
693
-    tr2_item_t* _items;                       //!< Items
694
-    unsigned char*  _light_map;               //!< Colour-light maps
695
-    unsigned int _num_cinematic_frames;       //!< Number of cut-scene frames
696
-    tr2_cinematic_frame_t* _cinematic_frames; //!< Cut-scene frames
697
-    short  _num_demo_data;                    //!< Number of Demo Data
698
-    unsigned char*  _demo_data;               //!< Demo data
699
-    float mRoomVertexLightingFactor;
700
-    float mTexelScale;
701
-
702
-    // Sound data
703
-    short*  mSoundMap;                   //!< Sound map
704
-    int  mNumSoundDetails;               //!< Number of SampleModifiers
705
-    tr2_sound_details_t* mSoundDetails;  //!< Sample modifiers
706
-    int  mNumSampleIndices;              //!< Number of Sample Indices
707
-    int*  mSampleIndices;                //!< Sample indices
708
-    unsigned int* mSampleIndicesTR5;
709
-    bool mRiffAlternateLoaded;           //!< Is a TR2,TR3 SFX loaded?
710
-    unsigned int* mRiffAlternateOffsets; //!< After parsing this will
711
-    //!< hold byte offsets for TR2,TR3
712
-    //!< RIFFs in the buffered SFX
713
-    int mRiffDataSz;                     //!< Byte size of a loaded SFX
714
-    unsigned char* mRiffData;            //!< SFX RIFF data in chunks
715
-    unsigned int mNumTR4Samples;
716
-    unsigned char** mTR4Samples;
717
-    unsigned int* mTR4SamplesSz;
718
-
719
-    // For packed Fread emu/wrapper
720
-    unsigned char*
721
-    mCompressedLevelData;     //!< Buffer used to emulate fread with uncompressed libz data
722
-    unsigned int mCompressedLevelDataOffset; //!< Offset into buffer
723
-    unsigned int mCompressedLevelSize;       //!< Size of buffer
724
-    tr_fread_mode_t mFreadMode;              //!< Fread mode file|buffer
725
-};
726
-
727
-#endif
728
-

+ 0
- 1139
include/TombRaiderData.h
File diff soppresso perché troppo grande
Vedi File


+ 0
- 152
include/ViewVolume.h Vedi File

@@ -1,152 +0,0 @@
1
-/*!
2
- * \file include/ViewVolume.h
3
- * \brief Viewing Volume for culling use
4
- *
5
- * \author Mongoose
6
- */
7
-
8
-#ifndef _VIEWVOLUME_H_
9
-#define _VIEWVOLUME_H_
10
-
11
-#include "math/Matrix.h"
12
-
13
-/*!
14
- * \brief Viewing Volume for culling use
15
- */
16
-class ViewVolume {
17
-  public:
18
-
19
-    /*!
20
-     * \brief Sides of the view volume
21
-     */
22
-    enum ViewVolumeSide {
23
-        rightSide  = 0, //!< Right
24
-        leftSide   = 1, //!< Left
25
-        bottomSide = 2, //!< Bottom
26
-        topSide    = 3, //!< Top
27
-        farSide    = 4, //!< Back
28
-        nearSide   = 5  //!< Front
29
-    };
30
-
31
-    /*!
32
-     * \brief Planes of the view volume
33
-     */
34
-    enum ViewVolumePlane {
35
-        planeA = 0, //!< X value of normal
36
-        planeB = 1, //!< Y value of normal
37
-        planeC = 2, //!< Z value of normal
38
-        planeD = 3  //!< Distance to origin
39
-    };
40
-
41
-    /*!
42
-     * \brief Constructs an object of ViewVolume
43
-     */
44
-    ViewVolume();
45
-
46
-    /*!
47
-     * \brief Check if point is in view volume
48
-     * \param x X coordinate of point
49
-     * \param y Y coordinate of point
50
-     * \param z Z coordinate of point
51
-     * \returns true if point in view volume
52
-     */
53
-    bool isPointInFrustum(float x, float y, float z);
54
-
55
-    /*!
56
-     * \brief Check if bounding sphere is in view volume
57
-     * \param x X coordinate of a valid abstract sphere
58
-     * \param y Y coordinate of a valid abstract sphere
59
-     * \param z Z coordinate of a valid abstract sphere
60
-     * \param radius radius of a valid abstract sphere
61
-     * \returns true if abstract sphere in view volume
62
-     */
63
-    bool isSphereInFrustum(float x, float y, float z, float radius);
64
-
65
-    /*!
66
-     * \brief Check if bounding box is in view volume
67
-     * \param min minimum point of valid abstract bounding box
68
-     * \param max maximum point of valid abstract bounding box
69
-     * \returns true if abstract bounding box in view volume
70
-     */
71
-    bool isBboxInFrustum(float min[3], float max[3]);
72
-
73
-    /*!
74
-     * \brief Distance to Bounding sphere
75
-     * \param x X coordinate of a valid abstract sphere
76
-     * \param y Y coordinate of a valid abstract sphere
77
-     * \param z Z coordinate of a valid abstract sphere
78
-     * \param radius radius of a valid abstract sphere
79
-     * \returns distance to abstract sphere bounding volume
80
-     */
81
-    float getDistToSphereFromNear(float x, float y, float z, float radius);
82
-
83
-    /*!
84
-     * \brief Distance to Bounding box
85
-     * \param min minimum point of a valid abstract bounding box
86
-     * \param max maximum point of a valid abstract bounding box
87
-     * \returns distance to abstract box bounding volume
88
-     */
89
-    float getDistToBboxFromNear(const float min[3], const float max[3]);
90
-
91
-    /*!
92
-     * \brief Get a copy of the view volume
93
-     * \param frustum where frustum will be stored
94
-     */
95
-    void getFrustum(float frustum[6][4]);
96
-
97
-    /*!
98
-     * \brief Get a copy of a given plane in view volume
99
-     * \param p side
100
-     * \param plane wher plane will be stored
101
-     */
102
-    void getPlane(ViewVolumeSide p, float plane[4]);
103
-
104
-    /*!
105
-     * \brief Updates view volume for this frame.
106
-     * \param proj new projection matrix
107
-     * \param mdl new model matrix
108
-     */
109
-    void updateFrame(float proj[16], float mdl[16]);
110
-
111
-    /*!
112
-     * \brief Updates view volume for this frame.
113
-     *
114
-     * Model & Projection Matrices must be set.
115
-     */
116
-    void updateFrame();
117
-
118
-    /*!
119
-     * \brief Set this class' model matrix
120
-     * \param mdl new model matrix
121
-     */
122
-    void setModel(float mdl[16]);
123
-
124
-    /*!
125
-     * \brief Set this class' projection matrix
126
-     * \param proj new projection matrix
127
-     */
128
-    void setProjection(float proj[16]);
129
-
130
-  private:
131
-
132
-    /*!
133
-     * \brief Computes clipping matrix.
134
-     *
135
-     * Model & Projection matrices must be set!
136
-     */
137
-    void updateClip();
138
-
139
-    /*!
140
-     * \brief Computes planes of frustum.
141
-     *
142
-     * Model, Projection & Clip matrices must be set!
143
-     */
144
-    void updateFrustum();
145
-
146
-    Matrix mProjection;   //!< Projection matrix
147
-    Matrix mModel;        //!< Model matrix
148
-    Matrix mClip;         //!< Clipping matrix
149
-    float mFrustum[6][4]; //!< View volume
150
-};
151
-
152
-#endif

+ 0
- 22
include/commands/CommandAnimate.h Vedi File

@@ -1,22 +0,0 @@
1
-/*!
2
- * \file include/commands/CommandAnimate.h
3
- * \brief Animate Command interface
4
- *
5
- * \author xythobuz
6
- */
7
-
8
-#ifndef _COMMAND_ANIMATE_H_
9
-#define _COMMAND_ANIMATE_H_
10
-
11
-#include "commands/Command.h"
12
-
13
-class CommandAnimate : public Command {
14
-  public:
15
-    virtual std::string name();
16
-    virtual std::string brief();
17
-    virtual void printHelp();
18
-    virtual int execute(std::istream& args);
19
-};
20
-
21
-#endif
22
-

+ 0
- 11
include/commands/CommandRender.h Vedi File

@@ -18,16 +18,5 @@ class CommandMode : public Command {
18 18
     virtual int execute(std::istream& args);
19 19
 };
20 20
 
21
-class CommandRenderflag : public Command {
22
-  public:
23
-    virtual std::string name();
24
-    virtual std::string brief();
25
-    virtual void printHelp();
26
-    virtual int execute(std::istream& args);
27
-
28
-  private:
29
-    int stringToFlag(std::string flag);
30
-};
31
-
32 21
 #endif
33 22
 

+ 2
- 23
include/global.h Vedi File

@@ -11,16 +11,6 @@
11 11
 
12 12
 void renderFrame();
13 13
 
14
-// Supported pixelmap color formats
15
-enum ColorMode {
16
-    GREYSCALE,
17
-    RGB,
18
-    RGBA,
19
-    ARGB,
20
-    BGR,
21
-    BGRA
22
-};
23
-
24 14
 // Colors used where ever needed
25 15
 const unsigned char BLACK[]  = {   0,   0,   0, 255 };
26 16
 const unsigned char GREY[]   = { 128, 128, 128, 255 };
@@ -77,25 +67,14 @@ typedef enum {
77 67
     unknownKey // Should always be at the end
78 68
 } KeyboardButton;
79 69
 
80
-// Visual C++ does not understand __attribute__
81
-#ifdef _MSC_VER
82
-#define __attribute__(x)
83
-#endif
84
-
85
-//! \todo Replace NULL usage with nullptr
86
-#ifndef NULL
87
-#define NULL nullptr
88
-#endif
89
-
90 70
 // Globally include OpenGL header
91 71
 #ifdef __APPLE__
92
-#include <OpenGL/gl.h>
72
+#include <OpenGL/gl3.h>
93 73
 #else
94 74
 #ifdef _WIN32
95 75
 #include <windows.h>
96 76
 #endif
97
-#include <GL/gl.h>
98
-#include <GL/glext.h>
77
+#include <GL/gl3.h>
99 78
 #endif
100 79
 
101 80
 // If available, use our own assert that prints the call stack

+ 0
- 202
include/math/Matrix.h Vedi File

@@ -1,202 +0,0 @@
1
-/*!
2
- * \file include/math/Matrix.h
3
- * \brief 3D Matrix
4
- *
5
- * \author Mongoose
6
- */
7
-
8
-#ifndef _MATH_MATRIX_H_
9
-#define _MATH_MATRIX_H_
10
-
11
-#include "math/math.h"
12
-#include "math/Quaternion.h"
13
-#include "math/Vec3.h"
14
-
15
-
16
-/*!
17
- * \brief 3D Matrix
18
- *
19
- * Multidim map for row order encoding
20
- *
21
- *     ///////////////////////////////////////////////
22
- *     // 0,0 - 0;   0,1 - 1;   0,2 - 2;   0,3 - 3  //
23
- *     // 1,0 - 4;   1,1 - 5;   1,2 - 6;   1,3 - 7  //
24
- *     // 2,0 - 8;   2,1 - 9;   2,2 - 10;  2,3 - 11 //
25
- *     // 3,0 - 12;  3,1 - 13;  3,2 - 14;  3,3 - 15 //
26
- *     ///////////////////////////////////////////////
27
- *
28
- * Multidim map for column order encoding
29
- *
30
- *     ///////////////////////////////////////////////
31
- *     // 0,0 - 0;   0,1 - 4;   0,2 - 8;   0,3 - 12 //
32
- *     // 1,0 - 1;   1,1 - 5;   1,2 - 9;   1,3 - 13 //
33
- *     // 2,0 - 2;   2,1 - 6;   2,2 - 10;  2,3 - 14 //
34
- *     // 3,0 - 3;   3,1 - 7;   3,2 - 11;  3,3 - 15 //
35
- *     ///////////////////////////////////////////////
36
- */
37
-class Matrix {
38
-  public:
39
-
40
-    /*!
41
-     * \brief Constructs an object of Matrix
42
-     */
43
-    Matrix();
44
-
45
-    /*!
46
-     * \brief Constructs an object of Matrix
47
-     * \param mat Matrix as data source
48
-     */
49
-    Matrix(float mat[16]);
50
-
51
-    /*!
52
-     * \brief Constructs an object of Matrix
53
-     * \param q Converts and assigns the Quaternion to the Matrix
54
-     */
55
-    Matrix(Quaternion& q);
56
-
57
-    /*!
58
-     * \brief Returns this matrix copy
59
-     * \param mat target
60
-     */
61
-    void getMatrix(float mat[16]);
62
-
63
-    /*!
64
-     * \brief Returns this matrix transposed
65
-     * \param mat target
66
-     */
67
-    void getTransposeMatrix(float mat[16]);
68
-
69
-    /*!
70
-     * \brief Returns this matrix inverted
71
-     * \param mat target
72
-     */
73
-    bool getInvert(float mat[16]);
74
-
75
-    /*!
76
-     * \brief Multiplies two matrices
77
-     * \param a first matrix
78
-     * \param b second matrix
79
-     * \returns resultant matrix
80
-     */
81
-    static Matrix multiply(const Matrix& a, const Matrix& b);
82
-
83
-    /*!
84
-     * \brief Multiplies v vector and this matrix
85
-     * \param v vector
86
-     * \param result where the result will be stored, may be same as v
87
-     */
88
-    void multiply4v(float v[4], float result[4]);
89
-
90
-    /*!
91
-     * \brief Multiplies v vector and this matrix
92
-     * \param v vector
93
-     * \param result where the result will be stored, may be same as v
94
-     */
95
-    void multiply3v(float v[3], float result[3]);
96
-
97
-    /*!
98
-     * \brief Prints matrix values to stdout
99
-     */
100
-    void print();
101
-
102
-    /*!
103
-     * \brief Is this matrix the identity matrix?
104
-     * \returns true if it is identity, false otherwise
105
-     */
106
-    bool isIdentity();
107
-
108
-    /*!
109
-     * \brief Multiplies a and this matrix
110
-     * \param a matrix to multiply with
111
-     * \returns resultant matrix
112
-     */
113
-    Matrix operator *(const Matrix& a);
114
-
115
-    /*!
116
-     * \brief Multiply vector by this matrix
117
-     * \param v Vector to multiply with
118
-     * \returns resultant vector (mult)
119
-     */
120
-    Vec3 operator *(Vec3 v);
121
-
122
-    /*!
123
-     * \brief Sets to identity matrix
124
-     */
125
-    void setIdentity();
126
-
127
-    /*!
128
-     * \brief S et the matrix
129
-     * \fixme dangerous, scary, boo!
130
-     * \param mat new matrix
131
-     */
132
-    void setMatrix(float mat[16]);
133
-
134
-    /*!
135
-     * \brief Rotate object in 3D space
136
-     * \param x x rotation in radians
137
-     * \param y y rotation in radians
138
-     * \param z z rotation in radians
139
-     */
140
-    void rotate(float x, float y, float z);
141
-
142
-    /*!
143
-     * \brief Rotate object in 3D space
144
-     * \param xyz rotation in radians
145
-     */
146
-    void rotate(const float* xyz);
147
-
148
-    /*!
149
-     * \brief Scale object in 3D space
150
-     * \param x x scaling
151
-     * \param y y scaling
152
-     * \param z z scaling
153
-     */
154
-    void scale(float x, float y, float z);
155
-
156
-    /*!
157
-     * \brief Scale object in 3D space
158
-     * \param xyz scaling factors
159
-     */
160
-    void scale(const float* xyz);
161
-
162
-    /*!
163
-     * \brief Translate (move) object in 3D space
164
-     * \param x x translation
165
-     * \param y y translation
166
-     * \param z z translation
167
-     */
168
-    void translate(float x, float y, float z);
169
-
170
-    /*!
171
-     * \brief Translate (move) object in 3D space
172
-     * \param xyz translations
173
-     */
174
-    void translate(const float* xyz);
175
-
176
-    /*!
177
-     * \brief Transpose this matrix
178
-     */
179
-    void transpose();
180
-
181
-  private:
182
-
183
-    /*!
184
-     * \brief Copys value from source to dest
185
-     * \param source source
186
-     * \param dest destination
187
-     */
188
-    static void copy(float source[16], float dest[16]);
189
-
190
-    /*!
191
-     * \brief Multiplies matrices a and b. Neither a or b is also the result.
192
-     * \param a first matrix
193
-     * \param b second matrix
194
-     * \param result wil be set to resultant matrix value
195
-     */
196
-    static void multiply(const float a[16], const float b[16], float result[16]);
197
-
198
-    float mMatrix[16];
199
-};
200
-
201
-#endif
202
-

+ 0
- 202
include/math/Quaternion.h Vedi File

@@ -1,202 +0,0 @@
1
-/*!
2
- * \file include/math/Quaternion.h
3
- * \brief Quaternion
4
- *
5
- * \author Mongoose
6
- */
7
-
8
-#ifndef _MATH_QUATERNION_H_
9
-#define _MATH_QUATERNION_H_
10
-
11
-#include "math/math.h"
12
-
13
-/*!
14
- * \brief Quaternion
15
- */
16
-class Quaternion {
17
-  public:
18
-
19
-    /*!
20
-     * \brief Constructs an object of Quaternion
21
-     */
22
-    Quaternion();
23
-
24
-    /*!
25
-     * \brief Constructs an object of Quaternion
26
-     * \param w W part of new Quaternion
27
-     * \param x X part of new Quaternion
28
-     * \param y Y part of new Quaternion
29
-     * \param z Z part of new Quaternion
30
-     */
31
-    Quaternion(float w, float x, float y, float z);
32
-
33
-    /*!
34
-     * \brief Constructs an object of Quaternion
35
-     * \param v contents of new Quaternion
36
-     */
37
-    Quaternion(float v[4]);
38
-
39
-    /*!
40
-     * \brief Get column order matrix equivalent of this quaternion
41
-     * \param m where matrix will be stored
42
-     */
43
-    void getMatrix(float m[16]);
44
-
45
-    /*!
46
-     * \brief Multiplies this quaternion.
47
-     *
48
-     * Use normalize() call for unit quaternion.
49
-     *
50
-     * \param q what to multiply this quaternion with
51
-     * \returns resultant quaternion
52
-     * \sa Quaternion::normalize()
53
-     */
54
-    Quaternion operator *(const Quaternion& q);
55
-
56
-    /*!
57
-     * \brief Divide from this quaternion
58
-     * \param q what to divide from this quaternion
59
-     * \returns resultant quaternion
60
-     */
61
-    Quaternion operator /(const Quaternion& q);
62
-
63
-    /*!
64
-     * \brief Add to this quaternion
65
-     * \param q what to add to this quaternion
66
-     * \returns resultant quaternion
67
-     */
68
-    Quaternion operator +(const Quaternion& q);
69
-
70
-    /*!
71
-     * \brief Subtract from this quaternion
72
-     * \param q what to subtract from this quaternion
73
-     * \returns resultant quaternion
74
-     */
75
-    Quaternion operator -(const Quaternion& q);
76
-
77
-    /*!
78
-     * \brief Compares q to this quaternion
79
-     * \param q what to compare this quaternion to
80
-     * \returns true if equal, false otherwise
81
-     */
82
-    bool operator ==(const Quaternion& q);
83
-
84
-    /*!
85
-     * \brief Conjugate this quaternion
86
-     * \returns Conjugate of this quaternion
87
-     */
88
-    Quaternion conjugate();
89
-
90
-    /*!
91
-     * \brief Scale this quaternion
92
-     * \param s scaling factor
93
-     * \returns Scaled result of this quaternion
94
-     */
95
-    Quaternion scale(float s);
96
-
97
-    /*!
98
-     * \brief Inverse this quaternion
99
-     * \returns inverse of this quaternion
100
-     */
101
-    Quaternion inverse();
102
-
103
-    /*!
104
-     * \brief Dot Product of quaternions
105
-     * \param a first argument to dot product
106
-     * \param b second argument to dot product
107
-     * \returns dot product between a and b quaternions
108
-     */
109
-    static float dot(Quaternion a, Quaternion b);
110
-
111
-    /*!
112
-     * \brief Magnitude of this quaternion
113
-     * \returns Magnitude of this quaternion
114
-     */
115
-    float magnitude();
116
-
117
-    /*!
118
-     * \brief Interpolates between a and b rotations.
119
-     *
120
-     * Using spherical linear interpolation:
121
-     * `I = (((B . A)^-1)^Time)A`
122
-     *
123
-     * \param a first argument for slerp
124
-     * \param b second argument for slerp
125
-     * \param time time argument for slerp
126
-     * \returns resultant quaternion
127
-     */
128
-    static Quaternion slerp(Quaternion a, Quaternion b, float time);
129
-
130
-    /*!
131
-     * \brief Sets this quaternion to identity
132
-     */
133
-    void setIdentity();
134
-
135
-    /*!
136
-     * \brief Sets this quaternion
137
-     * \param angle new angle
138
-     * \param x new X coordinate
139
-     * \param y new Y coordinate
140
-     * \param z new Z coordinate
141
-     */
142
-    void set(float angle, float x, float y, float z);
143
-
144
-    /*!
145
-     * \brief Normalize this quaternion
146
-     */
147
-    void normalize();
148
-
149
-    /*!
150
-     * \brief Set this quaternion
151
-     * \param q will be copied into this quaternion
152
-     */
153
-    void copy(Quaternion q);
154
-
155
-    /*!
156
-     * \brief Sets matrix equivalent of this quaternion
157
-     * \param m matrix in valid column order
158
-     */
159
-    void setByMatrix(float m[16]);
160
-
161
-  private:
162
-
163
-    /*!
164
-     * \brief Multiplies two quaternions
165
-     * \param a first argument to multiplication
166
-     * \param b second argument to multiplication
167
-     * \returns resultant quaternion
168
-     */
169
-    static Quaternion multiply(Quaternion a, Quaternion b);
170
-
171
-    /*!
172
-     * \brief Divides B from A quaternion
173
-     * \param a first argument to division
174
-     * \param b second argument to division
175
-     * \returns quotient quaternion
176
-     */
177
-    static Quaternion divide(Quaternion a, Quaternion b);
178
-
179
-    /*!
180
-     * \brief Adds A and B quaternions
181
-     * \param a first argument to addition
182
-     * \param b second argument to addition
183
-     * \returns resultant quaternion
184
-     */
185
-    static Quaternion add(Quaternion a, Quaternion b);
186
-
187
-    /*!
188
-     * \brief Subtracts B from A quaternion
189
-     * \param a first argument to subtraction
190
-     * \param b second argument to subtraction
191
-     * \returns resultant quaternion
192
-     */
193
-    static Quaternion subtract(Quaternion a, Quaternion b);
194
-
195
-    float mW; //!< Quaternion, W part
196
-    float mX; //!< Quaternion, X part
197
-    float mY; //!< Quaternion, Y part
198
-    float mZ; //!< Quaternion, Z part
199
-};
200
-
201
-#endif
202
-

+ 0
- 46
include/math/Vec3.h Vedi File

@@ -1,46 +0,0 @@
1
-/*!
2
- * \file include/math/Vec3.h
3
- * \brief 3D Math vector
4
- *
5
- * \author xythobuz
6
- * \author Mongoose
7
- */
8
-
9
-#ifndef _MATH_VEC3_H_
10
-#define _MATH_VEC3_H_
11
-
12
-#include "math/math.h"
13
-
14
-class Vec3 {
15
-  public:
16
-    Vec3(float _x = 0.0f, float _y = 0.0f, float _z = 0.0f);
17
-    Vec3(float v[3]);
18
-
19
-    float magnitude();
20
-    void normalize();
21
-    Vec3 unit();
22
-
23
-    Vec3 operator +(const Vec3& v);
24
-    Vec3 operator -(const Vec3& v);
25
-    Vec3 operator -();
26
-    Vec3 operator *(float s);
27
-    Vec3 operator /(float s);
28
-    float operator *(const Vec3& v);
29
-
30
-    Vec3& operator +=(const Vec3& v);
31
-    Vec3& operator -=(const Vec3& v);
32
-    Vec3& operator *=(float s);
33
-
34
-    bool operator ==(const Vec3& v);
35
-    bool operator !=(const Vec3& v);
36
-
37
-    float x, y, z;
38
-
39
-    // ----------------------------------------------------------
40
-
41
-    static float dot(const Vec3& u, const Vec3& v);
42
-    static Vec3 cross(const Vec3& u, const Vec3& v);
43
-};
44
-
45
-#endif
46
-

+ 0
- 65
include/math/math.h Vedi File

@@ -1,65 +0,0 @@
1
-/*!
2
- *
3
- * \file include/math/math.h
4
- * \brief Vector and Matrix math
5
- *
6
- * \author Mongoose
7
- * \author xythobuz
8
- */
9
-
10
-#ifndef _MATH_MATH_H
11
-#define _MATH_MATH_H
12
-
13
-#ifndef M_PI
14
-#define OR_PI (3.14159265358979323846f) //!< pi
15
-#else
16
-#define OR_PI ((float)M_PI) //!< pi
17
-#endif
18
-
19
-#define OR_RAD_TO_DEG(x) ((x) * (180.0f / OR_PI)) //!< Convert radians to degrees
20
-#define OR_DEG_TO_RAD(x) ((x) * (OR_PI / 180.0f)) //!< Convert degrees to radians
21
-
22
-/*!
23
- * \brief Compare two floats with an Epsilon.
24
- * \param a first float
25
- * \param b second float
26
- * \returns true if a and b are probably the same.
27
- */
28
-bool equalEpsilon(float a, float b);
29
-
30
-/*!
31
- * \brief Calculate Intersection of a line and a polygon
32
- * \param intersect Where the intersection is stored, if it exists
33
- * \param p1 First point of line segment
34
- * \param p2 Second point of line segment
35
- * \param polygon polygon vertex array (0 to 2 are used)
36
- * \returns 0 if there is no intersection
37
- */
38
-int intersectionLinePolygon(float intersect[3], float p1[3], float p2[3], float polygon[3][3]);
39
-
40
-/*!
41
- * \brief Calculate the length of a line segment / the distance between two points
42
- * \param a First point
43
- * \param b Second point
44
- * \returns distance/length
45
- */
46
-float distance(const float a[3], const float b[3]);
47
-
48
-/*!
49
- * \brief Calculates the midpoint between two points / of a line segment
50
- * \param a First point
51
- * \param b Second point
52
- * \param mid Midpoint will be stored here
53
- */
54
-void midpoint(const float a[3], const float b[3], float mid[3]);
55
-
56
-/*!
57
- * \brief Calculates a pseudo-random number
58
- * \param from Lower bound of resulting number
59
- * \param to Upper bound
60
- * \returns random number
61
- */
62
-float randomNum(float from, float to);
63
-
64
-#endif
65
-

+ 5
- 2
include/system/FontTRLE.h Vedi File

@@ -8,6 +8,9 @@
8 8
 #ifndef _FONT_TRLE_H_
9 9
 #define _FONT_TRLE_H_
10 10
 
11
+#include "glm/vec2.hpp"
12
+#include <vector>
13
+
11 14
 /*!
12 15
  * \brief Tomb Raider Level Editor Font loader
13 16
  */
@@ -30,8 +33,8 @@ class FontTRLE {
30 33
   private:
31 34
     static void setDefaultOffsets();
32 35
     static void loadLPS(std::string f);
33
-    static void writeChar(unsigned int index, unsigned int xDraw, unsigned int yDraw,
34
-                          float scale, const unsigned char color[4]);
36
+    static void writeChar(unsigned int index, unsigned int xDraw, unsigned int yDraw, float scale,
37
+                          std::vector<glm::vec2>& vertices, std::vector<glm::vec2>& uvs);
35 38
 
36 39
     static bool mFontInit;
37 40
     static unsigned int mFontTexture;

+ 48
- 23
include/system/Window.h Vedi File

@@ -8,49 +8,61 @@
8 8
 #ifndef _WINDOW_H_
9 9
 #define _WINDOW_H_
10 10
 
11
-/*!
12
- * \brief Windowing interface
13
- */
11
+#include "glm/vec2.hpp"
12
+#include "glm/vec4.hpp"
13
+
14
+#include <vector>
15
+
16
+class Shader {
17
+  public:
18
+    Shader() : programID(-1) { }
19
+    ~Shader();
20
+
21
+    int compile(const char* vertex, const char* fragment);
22
+    void use();
23
+
24
+    int addUniform(const char* name);
25
+    unsigned int getUniform(int n);
26
+
27
+    void addBuffer(int n = 1);
28
+    unsigned int getBuffer(int n);
29
+
30
+  private:
31
+    int programID;
32
+    std::vector<unsigned int> uniforms;
33
+    std::vector<unsigned int> buffers;
34
+};
35
+
14 36
 class Window {
15 37
   public:
16 38
 
17 39
     virtual ~Window() {}
18 40
 
19 41
     virtual void setSize(unsigned int width, unsigned int height) = 0;
42
+    virtual unsigned int getWidth();
43
+    virtual unsigned int getHeight();
20 44
 
21 45
     virtual void setFullscreen(bool fullscreen) = 0;
22
-
23
-    virtual bool getFullscreen() { return mFullscreen; }
46
+    virtual bool getFullscreen();
24 47
 
25 48
     virtual void setMousegrab(bool grab) = 0;
26
-
27
-    virtual bool getMousegrab() { return mMousegrab; }
49
+    virtual bool getMousegrab();
28 50
 
29 51
     virtual int initialize() = 0;
30 52
 
31 53
     virtual void eventHandling() = 0;
32 54
 
33 55
     virtual void setTextInput(bool on) = 0;
34
-
35
-    virtual bool getTextInput() { return mTextInput; }
56
+    virtual bool getTextInput();
36 57
 
37 58
     virtual void swapBuffersGL() = 0;
38 59
 
39
-    virtual unsigned int getWidth() { return mWidth; }
40
-
41
-    virtual unsigned int getHeight() { return mHeight; }
42
-
43
-    virtual int initializeGL();
44
-
45
-    virtual void resizeGL();
60
+    static int initializeGL();
61
+    static void shutdownGL();
62
+    static void resizeGL();
46 63
 
47
-    virtual void glEnter2D();
48
-
49
-    virtual void glExit2D();
50
-
51
-    static void lookAt(float eyeX, float eyeY, float eyeZ,
52
-                       float lookAtX, float lookAtY, float lookAtZ,
53
-                       float upX, float upY, float upZ);
64
+    static void drawTextGL(std::vector<glm::vec2>& vertices, std::vector<glm::vec2>& uvs,
65
+                           glm::vec4 color, unsigned int texture);
54 66
 
55 67
   protected:
56 68
     bool mInit;
@@ -59,6 +71,19 @@ class Window {
59 71
     bool mTextInput;
60 72
     unsigned int mWidth;
61 73
     unsigned int mHeight;
74
+
75
+  private:
76
+    static Shader textShader;
77
+    static const char* textShaderVertex;
78
+    static const char* textShaderFragment;
79
+
80
+    static Shader imguiShader;
81
+    static const char* imguiShaderVertex;
82
+    static const char* imguiShaderFragment;
83
+
84
+    static unsigned int vertexArrayID;
85
+
86
+    friend class UI;
62 87
 };
63 88
 
64 89
 Window& getWindow();

+ 4
- 1
include/utils/pcx.h Vedi File

@@ -11,6 +11,8 @@
11 11
 #ifndef _UTILS_PCX_H_
12 12
 #define _UTILS_PCX_H_
13 13
 
14
+#include "TextureManager.h"
15
+
14 16
 /*!
15 17
  * \brief Check if a file is a valid PCX image
16 18
  * \param filename path of file to read
@@ -29,7 +31,8 @@ int pcxCheck(const char* filename);
29 31
  * \returns 0 on success
30 32
  */
31 33
 int pcxLoad(const char* filename, unsigned char** image,
32
-            unsigned int* width, unsigned int* height, ColorMode* mode, unsigned int* bpp);
34
+            unsigned int* width, unsigned int* height,
35
+            TextureManager::ColorMode* mode, unsigned int* bpp);
33 36
 
34 37
 #endif
35 38
 

+ 6
- 2
include/utils/png.h Vedi File

@@ -8,6 +8,8 @@
8 8
 #ifndef _UTILS_PNG_H_
9 9
 #define _UTILS_PNG_H_
10 10
 
11
+#include "TextureManager.h"
12
+
11 13
 /*!
12 14
  * \brief Check if a file is a valid PNG image
13 15
  * \param filename path of file to read
@@ -26,7 +28,8 @@ int pngCheck(const char* filename);
26 28
  * \returns 0 on success
27 29
  */
28 30
 int pngLoad(const char* filename, unsigned char** image,
29
-            unsigned int* width, unsigned int* height, ColorMode* mode, unsigned int* bpp);
31
+            unsigned int* width, unsigned int* height,
32
+            TextureManager::ColorMode* mode, unsigned int* bpp);
30 33
 
31 34
 /*!
32 35
  * \brief Create a PNG image file from an RGBA buffer
@@ -39,7 +42,8 @@ int pngLoad(const char* filename, unsigned char** image,
39 42
  * \returns 0 on success
40 43
  */
41 44
 int pngSave(const char* filename, unsigned char* image,
42
-            unsigned int width, unsigned int height, ColorMode mode, unsigned int bpp);
45
+            unsigned int width, unsigned int height,
46
+            TextureManager::ColorMode mode, unsigned int bpp);
43 47
 
44 48
 #endif
45 49
 

+ 1
- 1
include/utils/tga.h Vedi File

@@ -18,7 +18,7 @@ int tgaCheck(const char* filename);
18 18
 /*!
19 19
  * \brief Load a TGA image from file
20 20
  * \param filename path to file
21
- * \param image Where the pixmap will be stored (or NULL)
21
+ * \param image Where the pixmap will be stored (or nullptr)
22 22
  * \param width where the width will be stored
23 23
  * \param height where the height will be stored
24 24
  * \param type where the type will be stored (tga_type_t)

+ 8
- 6
src/CMakeLists.txt Vedi File

@@ -55,6 +55,12 @@ if (PNG_FOUND)
55 55
     add_definitions (${PNG_DEFINITIONS})
56 56
 endif (PNG_FOUND)
57 57
 
58
+# Add GLM Library
59
+find_package (GLM REQUIRED)
60
+if (GLM_FOUND)
61
+    include_directories (SYSTEM  ${GLM_INCLUDE_DIRS})
62
+endif (GLM_FOUND)
63
+
58 64
 #################################################################
59 65
 
60 66
 # Set Source files
@@ -78,9 +84,7 @@ set (SRCS ${SRCS} "SoundManager.cpp")
78 84
 set (SRCS ${SRCS} "Sprite.cpp")
79 85
 set (SRCS ${SRCS} "StaticMesh.cpp")
80 86
 set (SRCS ${SRCS} "TextureManager.cpp")
81
-set (SRCS ${SRCS} "TombRaider.cpp")
82 87
 set (SRCS ${SRCS} "UI.cpp")
83
-set (SRCS ${SRCS} "ViewVolume.cpp")
84 88
 set (SRCS ${SRCS} "World.cpp")
85 89
 
86 90
 # Select available Sound library
@@ -219,7 +223,6 @@ set (CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} ${OpenRaider_CXX_FLAGS}
219 223
 add_subdirectory ("commands")
220 224
 add_subdirectory ("deps")
221 225
 add_subdirectory ("loader")
222
-add_subdirectory ("math")
223 226
 add_subdirectory ("system")
224 227
 add_subdirectory ("utils")
225 228
 
@@ -227,9 +230,8 @@ add_subdirectory ("utils")
227 230
 add_library (OpenRaider_all OBJECT ${SRCS})
228 231
 add_executable (OpenRaider MACOSX_BUNDLE ${RESRCS}
229 232
     $<TARGET_OBJECTS:OpenRaider_all> $<TARGET_OBJECTS:OpenRaider_commands>
230
-    $<TARGET_OBJECTS:OpenRaider_deps> $<TARGET_OBJECTS:OpenRaider_math>
231
-    $<TARGET_OBJECTS:OpenRaider_utils> $<TARGET_OBJECTS:OpenRaider_loader>
232
-    $<TARGET_OBJECTS:OpenRaider_system>
233
+    $<TARGET_OBJECTS:OpenRaider_deps> $<TARGET_OBJECTS:OpenRaider_loader>
234
+    $<TARGET_OBJECTS:OpenRaider_utils> $<TARGET_OBJECTS:OpenRaider_system>
233 235
 )
234 236
 
235 237
 #################################################################

+ 46
- 79
src/Camera.cpp Vedi File

@@ -6,89 +6,56 @@
6 6
  * \author xythobuz
7 7
  */
8 8
 
9
+#include "glm/gtc/matrix_transform.hpp"
10
+
9 11
 #include "global.h"
10
-#include <cmath>
11
-#include "math/Matrix.h"
12 12
 #include "Camera.h"
13 13
 
14
-Camera::Camera() {
15
-    mViewDistance = 14.0f;
16
-    mRotationDeltaX = 1.0f;
17
-    mRotationDeltaY = 1.0f;
18
-    mTheta = 0.0f;
19
-    mTheta2 = 0.0f;
20
-
21
-    mPos[0] = 0.0f;
22
-    mPos[1] = 0.0f;
23
-    mPos[2] = 0.0f;
24
-
25
-    mTarget[0] = 0.0f;
26
-    mTarget[1] = 0.0f;
27
-    mTarget[2] = mViewDistance;
28
-
29
-    mQ.setIdentity();
30
-}
31
-
32
-void Camera::getTarget(float target[3]) {
33
-    target[0] = mTarget[0];
34
-    target[1] = mTarget[1];
35
-    target[2] = mTarget[2];
36
-}
37
-
38
-void Camera::setPosition(float pos[3]) {
39
-    mPos[0] = pos[0];
40
-    mPos[1] = pos[1];
41
-    mPos[2] = pos[2];
42
-}
43
-
44
-void Camera::update() {
45
-    mTarget[0] = (mViewDistance * std::sin(mTheta)) + mPos[0];
46
-    mTarget[1] = (mViewDistance * std::sin(mTheta2)) + mPos[1]; // + height_offset;
47
-    mTarget[2] = (mViewDistance * std::cos(mTheta)) + mPos[2];
48
-}
49
-
50
-void Camera::rotate(float angle, float x, float y, float z) {
51
-    Quaternion t, n;
52
-    float look[4] = { 0.0f, 0.0f, -1.0f, 1.0f };
53
-
54
-    t.set(angle, x, y, z);
55
-    n = mQ * t;
56
-    n.normalize();
57
-
58
-    Matrix matrix(n);
59
-    matrix.multiply4v(look, mTarget);
60
-
61
-    for (int i = 0; i < 3; ++i)
62
-        mTarget[i] += mPos[i];
63
-
64
-    mQ = n;
14
+glm::vec3 Camera::pos(0.0f, 0.0f, 0.0f);
15
+float Camera::thetaX = glm::pi<float>();
16
+float Camera::thetaY = 0.0f;
17
+float Camera::rotationDeltaX = 0.75f;
18
+float Camera::rotationDeltaY = 0.75f;
19
+
20
+void Camera::handleMouseMotion(int x, int y) {
21
+    while (x > 0) {
22
+        if (thetaX < (glm::pi<float>() / 2.0f)) {
23
+            thetaX += rotationDeltaX;
24
+        }
25
+        x--;
26
+    }
27
+    while (x < 0) {
28
+        if (thetaX > -(glm::pi<float>() / 2.0f)) {
29
+            thetaX -= rotationDeltaX;
30
+        }
31
+        x++;
32
+    }
33
+    while (y > 0) {
34
+        if (thetaY < (glm::pi<float>() / 2.0f)) {
35
+            thetaY += rotationDeltaY;
36
+        }
37
+        y--;
38
+    }
39
+    while (y < 0) {
40
+        if (thetaY > -(glm::pi<float>() / 2.0f)) {
41
+            thetaY -= rotationDeltaY;
42
+        }
43
+        y++;
44
+    }
65 45
 }
66 46
 
67
-void Camera::command(enum camera_command cmd) {
68
-    switch (cmd) {
69
-        case CAMERA_ROTATE_UP:
70
-            if (mTheta2 < (OR_PI / 2)) {
71
-                mTheta2 += mRotationDeltaY;
72
-                rotate(mTheta2, 1.0f, 0.0f, 0.0f);
73
-            }
74
-            break;
75
-
76
-        case CAMERA_ROTATE_DOWN:
77
-            if (mTheta2 > -(OR_PI / 2)) {
78
-                mTheta2 -= mRotationDeltaY;
79
-                rotate(mTheta2, 1.0f, 0.0f, 0.0f);
80
-            }
81
-            break;
82
-
83
-        case CAMERA_ROTATE_RIGHT:
84
-            mTheta += mRotationDeltaX;
85
-            rotate(mTheta, 0.0f, 1.0f, 0.0f);
86
-            break;
87
-
88
-        case CAMERA_ROTATE_LEFT:
89
-            mTheta -= mRotationDeltaX;
90
-            rotate(mTheta, 0.0f, 1.0f, 0.0f);
91
-            break;
92
-    }
47
+glm::mat4 Camera::getViewMatrix() {
48
+    glm::vec3 dir(
49
+        glm::cos(thetaY) * glm::sin(thetaX),
50
+        glm::sin(thetaY),
51
+        glm::cos(thetaY) * glm::cos(thetaX)
52
+    );
53
+    glm::vec3 right(
54
+        glm::sin(thetaX - glm::pi<float>() / 2.0f),
55
+        0.0f,
56
+        glm::cos(thetaX - glm::pi<float>() / 2.0f)
57
+    );
58
+    glm::vec3 up = glm::cross(right, dir);
59
+    return glm::lookAt(pos, pos + dir, up);
93 60
 }
94 61
 

+ 1
- 1
src/Console.cpp Vedi File

@@ -69,7 +69,7 @@ void Console::callback(ImGuiTextEditCallbackData* data) {
69 69
 }
70 70
 
71 71
 void Console::display() {
72
-    if (ImGui::Begin("Console", NULL, ImVec2(600, 400), -1.0f)) {
72
+    if (ImGui::Begin("Console", nullptr, ImVec2(600, 400), -1.0f)) {
73 73
         if (lastLogLength != getLog().size()) {
74 74
             lastLogLength = getLog().size();
75 75
             scrollToBottom = true;

+ 7
- 46
src/Entity.cpp Vedi File

@@ -5,16 +5,13 @@
5 5
  * \author xythobuz
6 6
  */
7 7
 
8
-#include <cmath>
8
+#include "glm/glm.hpp"
9 9
 
10 10
 #include "global.h"
11 11
 #include "Log.h"
12
-#include "Render.h"
13 12
 #include "World.h"
14 13
 #include "Entity.h"
15 14
 
16
-#include "games/TombRaider1.h"
17
-
18 15
 Entity::Entity(float p[3], float a[3], int id, long r, unsigned int model) {
19 16
     for (int i = 0; i < 3; i++) {
20 17
         pos[i] = p[i];
@@ -30,52 +27,16 @@ Entity::Entity(float p[3], float a[3], int id, long r, unsigned int model) {
30 27
     state = 0;
31 28
 }
32 29
 
33
-Entity::Entity(TombRaider& tr, unsigned int index, unsigned int i, unsigned int model) {
34
-    tr2_moveable_t* moveable = tr.Moveable();
35
-    tr2_item_t* item = tr.Item();
36
-
37
-    pos[0] = item[i].x;
38
-    pos[1] = item[i].y;
39
-    pos[2] = item[i].z;
40
-    angles[0] = 0;
41
-    angles[1] = OR_DEG_TO_RAD(((item[i].angle >> 14) & 0x03) * 90.0f);
42
-    angles[2] = 0;
43
-    objectId = moveable[index].object_id;
44
-    moveType = MoveTypeWalk;
45
-    room = getWorld().getRoomByLocation(pos[0], pos[1], pos[2]);
46
-    skeletalModel = model;
47
-    boneFrame = 0;
48
-    animationFrame = 0;
49
-    idleAnimation = 0;
50
-    state = 0;
51
-}
52
-
53
-bool Entity::operator<(Entity& o) {
54
-    float distA = getRender().getDistToSphereFromNear(pos[0], pos[1], pos[2], 1.0f);
55
-    float distB = getRender().getDistToSphereFromNear(o.pos[0], o.pos[1], o.pos[2], 1.0f);
56
-    return (distA < distB);
57
-}
58
-
59
-bool Entity::compare(Entity* a, Entity* b) {
60
-    return (*b) < (*a);
61
-}
62
-
63 30
 void Entity::display() {
31
+    /*
64 32
     glPushMatrix();
65 33
     glTranslatef(pos[0], pos[1], pos[2]);
66
-    glRotatef(OR_RAD_TO_DEG(angles[1]), 0, 1, 0);
67
-    glRotatef(OR_RAD_TO_DEG(angles[0]), 1, 0, 0);
68
-    //glRotatef(OR_RAD_TO_DEG(angles[2]), 0, 0, 1);
34
+    glRotatef(glm::degrees(angles[1]), 0, 1, 0);
35
+    glRotatef(glm::degrees(angles[0]), 1, 0, 0);
36
+    //glRotatef(glm::degrees(angles[2]), 0, 0, 1);
69 37
     getWorld().getSkeletalModel(skeletalModel).display(animationFrame, boneFrame);
70 38
     glPopMatrix();
71
-
72
-    // Cycle frames
73
-    if (getRender().getFlags() & Render::fAnimateAllModels) {
74
-        if (boneFrame < (getModel().get(animationFrame).size() - 1))
75
-            boneFrame++;
76
-        else
77
-            boneFrame = 0;
78
-    }
39
+    */
79 40
 }
80 41
 
81 42
 void Entity::move(char movement) {
@@ -233,7 +194,7 @@ void Entity::print() {
233 194
              << ")" << Log::endl
234 195
              << "  " << pos[0] << "x " << pos[1] << "y " << pos[2] << "z"
235 196
              << Log::endl
236
-             << "  " << OR_RAD_TO_DEG(angles[1]) << " Yaw" << Log::endl;
197
+             << "  " << glm::degrees(angles[1]) << " Yaw" << Log::endl;
237 198
 }
238 199
 
239 200
 SkeletalModel& Entity::getModel() {

+ 13
- 294
src/Game.cpp Vedi File

@@ -24,12 +24,6 @@
24 24
 #include "World.h"
25 25
 #include "utils/strings.h"
26 26
 
27
-#include "games/TombRaider1.h"
28
-
29
-#ifdef MULTITEXTURE
30
-std::map<int, int> gMapTex2Bump;
31
-#endif
32
-
33 27
 Game::Game() {
34 28
     mLoaded = false;
35 29
     mLara = -1;
@@ -40,22 +34,21 @@ Game::~Game() {
40 34
 
41 35
 int Game::initialize() {
42 36
     // Enable Renderer
43
-    getRender().setMode(Render::modeLoadScreen);
37
+    Render::setMode(RenderMode::LoadScreen);
44 38
 
45 39
     return 0;
46 40
 }
47 41
 
48 42
 void Game::display() {
49
-    getRender().display();
43
+    Render::display();
50 44
 }
51 45
 
52 46
 void Game::destroy() {
53 47
     mLoaded = false;
54 48
     mLara = -1;
55
-    getRender().setMode(Render::modeLoadScreen);
49
+    Render::setMode(RenderMode::LoadScreen);
56 50
 
57 51
     getWorld().destroy();
58
-    getRender().ClearWorld();
59 52
     Sound::clear(); // Remove all previously loaded sounds
60 53
     SoundManager::clear();
61 54
     getTextureManager().clear();
@@ -67,20 +60,17 @@ bool Game::isLoaded() {
67 60
 
68 61
 int Game::loadLevel(const char* level) {
69 62
     destroy();
70
-
71 63
     levelName = level;
72
-
73 64
     getLog() << "Loading " << levelName << Log::endl;
74
-
75
-    int error = 0;
76 65
     auto loader = Loader::createLoader(level);
77 66
     if (loader) {
78 67
         // First Loader test
79 68
         getLog() << "Trying to load using new loader..." << Log::endl;
80
-        error = loader->load(level);
69
+        int error = loader->load(level);
81 70
         if (error != 0) {
82 71
             getLog() << "Error while trying new loader (" << error << ")..." << Log::endl;
83 72
             destroy();
73
+            return -2;
84 74
         } else {
85 75
             SoundManager::prepareSources();
86 76
 
@@ -88,54 +78,16 @@ int Game::loadLevel(const char* level) {
88 78
                 getLog() << "Can't find Lara entity in level?!" << Log::endl;
89 79
             } else {
90 80
                 mLoaded = true;
91
-                //getRender().setMode(Render::modeVertexLight);
81
+                //Render::setMode(RenderMode::Texture);
92 82
             }
93 83
 
94 84
             UI::setVisible(true);
85
+            return 0;
95 86
         }
87
+    } else {
88
+        getLog() << "No suitable loader for this level!" << Log::endl;
89
+        return -1;
96 90
     }
97
-
98
-    if ((!loader) || (error != 0)) {
99
-        getLog() << "Falling back to old level loader..." << Log::endl;
100
-        error = mTombRaider.Load(levelName.c_str());
101
-        if (error != 0)
102
-            return error;
103
-
104
-        // If required, load the external sound effect file MAIN.SFX into TombRaider
105
-        if ((mTombRaider.getEngine() == TR_VERSION_2) || (mTombRaider.getEngine() == TR_VERSION_3)) {
106
-            std::string tmp(levelName);
107
-            size_t pos = tmp.rfind('/');
108
-            tmp.erase(pos + 1);
109
-            tmp += "MAIN.SFX";
110
-            error = mTombRaider.loadSFX(tmp.c_str());
111
-            if (error != 0)
112
-                getLog() << "Could not load SFX " << tmp << Log::endl;
113
-            else
114
-                getLog() << "Loaded external SFX file!" << Log::endl;
115
-        }
116
-
117
-        // Process data
118
-        processTextures();
119
-        processRooms();
120
-        processModels();
121
-        processSprites();
122
-        processMoveables();
123
-        processPakSounds();
124
-
125
-        mTombRaider.reset();
126
-
127
-        if (mLara == -1) {
128
-            //! \todo Cutscene support
129
-            getLog() << "Can't find Lara entity in level pak!" << Log::endl;
130
-            //destroy();
131
-            return -1;
132
-        } else {
133
-            mLoaded = true;
134
-            getRender().setMode(Render::modeVertexLight);
135
-        }
136
-    }
137
-
138
-    return 0;
139 91
 }
140 92
 
141 93
 void Game::handleAction(ActionEvents action, bool isFinished) {
@@ -164,25 +116,12 @@ void Game::handleAction(ActionEvents action, bool isFinished) {
164 116
 
165 117
 void Game::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
166 118
     if (mLoaded) {
167
-        // Move Camera on X Axis
168
-        if (xrel > 0)
169
-            while (xrel-- > 0)
170
-                getCamera().command(CAMERA_ROTATE_RIGHT);
171
-        else if (xrel < 0)
172
-            while (xrel++ < 0)
173
-                getCamera().command(CAMERA_ROTATE_LEFT);
174
-
175
-        // Move Camera on Y Axis
176
-        if (yrel > 0)
177
-            while (yrel-- > 0)
178
-                getCamera().command(CAMERA_ROTATE_UP);
179
-        else if (yrel < 0)
180
-            while (yrel++ < 0)
181
-                getCamera().command(CAMERA_ROTATE_DOWN);
119
+        Camera::handleMouseMotion(xrel, yrel);
182 120
 
183
-        // Fix Laras rotation
121
+        /*
184 122
         float angles[3] = { 0.0f, getCamera().getRadianYaw(), getCamera().getRadianPitch() };
185 123
         getLara().setAngles(angles);
124
+        */
186 125
     }
187 126
 }
188 127
 
@@ -198,223 +137,3 @@ void Game::setLara(long lara) {
198 137
     mLara = lara;
199 138
 }
200 139
 
201
-void Game::processSprites() {
202
-    for (int i = 0; i < (mTombRaider.NumItems() - 1); i++) {
203
-        if ((mTombRaider.Engine() == TR_VERSION_1) && (mTombRaider.Item()[i].intensity1 == -1))
204
-            continue;
205
-
206
-        for (int j = 0; j < mTombRaider.NumSpriteSequences(); j++) {
207
-            if (mTombRaider.SpriteSequence()[j].object_id == mTombRaider.Item()[i].object_id)
208
-                getWorld().addSprite(new SpriteSequence(mTombRaider, i, j));
209
-        }
210
-    }
211
-
212
-    getLog() << "Found " << mTombRaider.NumSpriteSequences() << " sprites." << Log::endl;
213
-}
214
-
215
-void Game::processRooms() {
216
-    for (int index = 0; index < mTombRaider.NumRooms(); index++)
217
-        getWorld().addRoom(new Room(mTombRaider, index));
218
-
219
-    getLog() << "Found " << mTombRaider.NumRooms() << " rooms." << Log::endl;
220
-}
221
-
222
-void Game::processModels() {
223
-    for (int index = 0; index < mTombRaider.getMeshCount(); index++)
224
-        getWorld().addStaticMesh(new StaticMesh(mTombRaider, index));
225
-
226
-    getLog() << "Found " << mTombRaider.getMeshCount() << " meshes." << Log::endl;
227
-}
228
-
229
-void Game::processPakSounds() {
230
-    unsigned char* riff;
231
-    unsigned int riffSz;
232
-    //tr2_sound_source_t *sound;
233
-    //tr2_sound_details_t *detail;
234
-    //float pos[3];
235
-    unsigned int i;
236
-    unsigned long id;
237
-
238
-    /* detail
239
-       short sample;
240
-       short volume;
241
-       short sound_range;
242
-       short flags;         // bits 8-15: priority?, 2-7: number of sound samples
243
-    // in this group, bits 0-1: channel number
244
-    */
245
-
246
-    for (i = 0; i < mTombRaider.getSoundSamplesCount(); ++i) {
247
-        mTombRaider.getSoundSample(i, &riffSz, &riff);
248
-
249
-        id = Sound::loadBuffer(riff, riffSz);
250
-
251
-        //if (((i + 1) == TR_SOUND_F_PISTOL) && (id > 0))
252
-        //{
253
-        //m_testSFX = id;
254
-        //}
255
-
256
-        delete [] riff;
257
-
258
-        // sound[i].sound_id; // internal sound index
259
-        // sound[i].flags;  // 0x40, 0x80, or 0xc0
260
-        //pos[0] = sound[i].x;
261
-        //pos[1] = sound[i].y;
262
-        //pos[2] = sound[i].z;
263
-        //getSound().SourceAt(id, pos);
264
-    }
265
-
266
-    getLog() << "Found " << mTombRaider.getSoundSamplesCount() << " sound samples." << Log::endl;
267
-}
268
-
269
-void Game::processTextures() {
270
-    unsigned char* image;
271
-    unsigned char* bumpmap;
272
-    int i;
273
-
274
-    //if ( mTombRaider.getNumBumpMaps())
275
-    //  gBumpMapStart = mTombRaider.NumTextures();
276
-
277
-    for (i = 0; i < mTombRaider.NumTextures(); ++i) {
278
-        mTombRaider.Texture(i, &image, &bumpmap);
279
-
280
-        // Overwrite any previous level textures on load
281
-        getTextureManager().loadBufferSlot(image, 256, 256,
282
-                                           RGBA, 32, TextureManager::TextureStorage::GAME, i);
283
-
284
-#ifdef MULTITEXTURE
285
-        gMapTex2Bump[i] = -1;
286
-#endif
287
-
288
-        if (bumpmap) {
289
-#ifdef MULTITEXTURE
290
-            gMapTex2Bump[i] = i + mTombRaider.NumTextures();
291
-#endif
292
-            getTextureManager().loadBufferSlot(bumpmap, 256, 256,
293
-                                               RGBA, 32, TextureManager::TextureStorage::GAME,
294
-                                               i + mTombRaider.NumTextures());
295
-        }
296
-
297
-        if (image)
298
-            delete [] image;
299
-
300
-        if (bumpmap)
301
-            delete [] bumpmap;
302
-    }
303
-
304
-    getLog() << "Found " << mTombRaider.NumTextures() << " textures." << Log::endl;
305
-}
306
-
307
-void Game::processMoveables() {
308
-    unsigned int statCount = 0;
309
-
310
-    tr2_moveable_t* moveable = mTombRaider.Moveable();
311
-    tr2_item_t* item = mTombRaider.Item();
312
-    tr2_sprite_sequence_t* sprite_sequence = mTombRaider.SpriteSequence();
313
-
314
-    for (int i = 0; i < mTombRaider.NumItems(); ++i) {
315
-        int j;
316
-        int object_id = item[i].object_id;
317
-
318
-        // It may not be a moveable, test for sprite
319
-        if (!(mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1)) {
320
-            for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j) {
321
-                if (sprite_sequence[j].object_id == object_id)
322
-                    break;
323
-            }
324
-
325
-            // It's not a moveable, skip sprite
326
-            if (j < (int)mTombRaider.NumSpriteSequences())
327
-                continue;
328
-        }
329
-
330
-        for (j = 0; j < (int)mTombRaider.NumMoveables(); ++j) {
331
-            if ((int)moveable[j].object_id == object_id)
332
-                break;
333
-        }
334
-
335
-        // It's not a moveable or even a sprite? Skip unknown
336
-        if (j == (int)mTombRaider.NumMoveables())
337
-            continue;
338
-
339
-        processMoveable(j, i, object_id);
340
-        statCount++;
341
-    }
342
-
343
-    /*
344
-    // Get models that aren't items
345
-    for (int i = 0; i < mTombRaider.NumMoveables(); ++i)
346
-    {
347
-        switch ((int)moveable[i].object_id)
348
-        {
349
-            case 30:
350
-            case 2: // Which tr needs this as model again?
351
-                processMoveable(i, i, (int)moveable[i].object_id);
352
-                break;
353
-            default:
354
-                switch (mTombRaider.Engine())
355
-                {
356
-                    case TR_VERSION_1:
357
-                        switch ((int)moveable[i].object_id)
358
-                        {
359
-                            case TombRaider1::LaraMutant:
360
-                                processMoveable(i, i, (int)moveable[i].object_id);
361
-                                break;
362
-                        }
363
-                        break;
364
-                    case TR_VERSION_4:
365
-                        switch ((int)moveable[i].object_id)
366
-                        {
367
-                            case TR4_PISTOLS_ANIM:
368
-                            case TR4_UZI_ANIM:
369
-                            case TR4_SHOTGUN_ANIM:
370
-                            case TR4_CROSSBOW_ANIM:
371
-                            case TR4_GRENADE_GUN_ANIM:
372
-                            case TR4_SIXSHOOTER_ANIM:
373
-                                processMoveable(i, i, (int)moveable[i].object_id);
374
-                                break;
375
-                        }
376
-                        break;
377
-                    case TR_VERSION_2:
378
-                    case TR_VERSION_3:
379
-                    case TR_VERSION_5:
380
-                    case TR_VERSION_UNKNOWN:
381
-                        break;
382
-                }
383
-        }
384
-    }
385
-    */
386
-
387
-    getLog() << "Found " << mTombRaider.NumMoveables() + statCount << " moveables." << Log::endl;
388
-}
389
-
390
-// index moveable, i item, sometimes both moveable
391
-// object_id of item or moveable
392
-void Game::processMoveable(int index, int i, int object_id) {
393
-    // Check if the SkeletalModel is already cached
394
-    bool cached = false;
395
-    unsigned int model;
396
-    for (model = 0; model < getWorld().sizeSkeletalModel(); model++) {
397
-        if (getWorld().getSkeletalModel(model).getId() == object_id) {
398
-            cached = true;
399
-            break;
400
-        }
401
-    }
402
-
403
-    // Create a new SkeletalModel, if needed
404
-    if (!cached)
405
-        getWorld().addSkeletalModel(new SkeletalModel(mTombRaider, index, object_id));
406
-
407
-    // Create a new Entity, using the cached or the new SkeletalModel
408
-    Entity* entity = new Entity(mTombRaider, index, i, model);
409
-    getWorld().addEntity(entity);
410
-
411
-    // Store reference to Lara
412
-    if (entity->getObjectId() == 0)
413
-        mLara = getWorld().sizeEntity() - 1;
414
-
415
-    // Store reference to the SkyMesh
416
-    if (i == mTombRaider.getSkyModelId())
417
-        getRender().setSkyMesh(i, //moveable[i].starting_mesh,
418
-                               (mTombRaider.Engine() == TR_VERSION_2));
419
-}
420
-

+ 2
- 0
src/Menu.cpp Vedi File

@@ -142,10 +142,12 @@ void Menu::displayDialog() {
142 142
         unsigned int xOverlay = (::getWindow().getWidth() - wOverlay) / 2;
143 143
         unsigned int yOverlay = (::getWindow().getHeight() - hOverlay) / 2;
144 144
 
145
+        /*
145 146
         glColor4f(0.0f, 0.0f, 0.0f, 0.75f);
146 147
         glDisable(GL_TEXTURE_2D);
147 148
         glRecti(xOverlay, yOverlay, xOverlay + wOverlay, yOverlay + hOverlay);
148 149
         glEnable(GL_TEXTURE_2D);
150
+        */
149 151
 
150 152
         Font::drawTextWrapped(xOverlay + 10, yOverlay + 5, 1.0f, BLUE, w0, dialogText);
151 153
         if (dialogButton2.length() > 0) {

+ 7
- 9
src/MenuFolder.cpp Vedi File

@@ -9,6 +9,7 @@
9 9
 #include "Game.h"
10 10
 #include "loader/Loader.h"
11 11
 #include "Log.h"
12
+#include "Render.h"
12 13
 #include "RunTime.h"
13 14
 #include "MenuFolder.h"
14 15
 #include "system/Font.h"
@@ -76,19 +77,18 @@ void MenuFolder::display() {
76 77
     if (!visible)
77 78
         return;
78 79
 
79
-    ::getWindow().glEnter2D();
80
+    Font::drawTextCentered(0, 10, 1.2f, BLUE, ::getWindow().getWidth(), VERSION);
80 81
 
81 82
     // Draw half-transparent overlay
82
-    glColor4f(0.0f, 0.0f, 0.0f, 0.75f);
83
-    glDisable(GL_TEXTURE_2D);
84
-    glRecti(0, 0, (GLint)::getWindow().getWidth(), (GLint)::getWindow().getHeight());
85
-    glEnable(GL_TEXTURE_2D);
83
+    glm::vec4 color(0.0f, 0.0f, 0.0f, 0.75f);
84
+    Render::drawTexture(0.0f, 0.0f, getWindow().getWidth(), getWindow().getHeight(),
85
+                    color, TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
86 86
 
87 87
     // Draw heading
88
-    Font::drawTextCentered(0, 10, 1.2f, BLUE, ::getWindow().getWidth(), VERSION);
88
+    Font::drawTextCentered(0, 10, 1.2f, BLUE, getWindow().getWidth(), VERSION);
89 89
 
90 90
     // Estimate displayable number of items
91
-    int items = (::getWindow().getHeight() - 60) / 25;
91
+    int items = (getWindow().getHeight() - 60) / 25;
92 92
 
93 93
     // Print list of "..", folders, files
94 94
     for (long i = mMin; (i < (mMin + items))
@@ -105,8 +105,6 @@ void MenuFolder::display() {
105 105
     }
106 106
 
107 107
     displayDialog();
108
-
109
-    ::getWindow().glExit2D();
110 108
 }
111 109
 
112 110
 void MenuFolder::loadOrOpen() {

+ 94
- 54
src/Mesh.cpp Vedi File

@@ -11,23 +11,25 @@
11 11
 #include "TextureManager.h"
12 12
 #include "Mesh.h"
13 13
 
14
-void Mesh::addTexturedRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d, uint16_t textile) {
14
+void Mesh::addTexturedRectangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 d,
15
+                                uint16_t textile) {
15 16
     texturedRectangles.emplace_back(a, b, c, d, textile);
16 17
 }
17 18
 
18
-void Mesh::addTexturedTriangle(Vec3 a, Vec3 b, Vec3 c, uint16_t textile) {
19
-    texturedTriangles.emplace_back(a, b, c, Vec3(), textile);
19
+void Mesh::addTexturedTriangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, uint16_t textile) {
20
+    texturedTriangles.emplace_back(a, b, c, glm::vec3(), textile);
20 21
 }
21 22
 
22
-void Mesh::addColoredRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d, float re, float gr, float bl) {
23
+void Mesh::addColoredRectangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 d, float re,
24
+                               float gr, float bl) {
23 25
     coloredRectangles.emplace_back(a, b, c, d, -1, re, gr, bl);
24 26
 }
25 27
 
26
-void Mesh::addColoredTriangle(Vec3 a, Vec3 b, Vec3 c, float re, float gr, float bl) {
27
-    coloredTriangles.emplace_back(a, b, c, Vec3(), -1, re, gr, bl);
28
+void Mesh::addColoredTriangle(glm::vec3 a, glm::vec3 b, glm::vec3 c, float re, float gr, float bl) {
29
+    coloredTriangles.emplace_back(a, b, c, glm::vec3(), -1, re, gr, bl);
28 30
 }
29 31
 
30
-void Mesh::addNormal(Vec3 n) {
32
+void Mesh::addNormal(glm::vec3 n) {
31 33
     normals.emplace_back(n);
32 34
 }
33 35
 
@@ -54,10 +56,10 @@ void Mesh::drawSolid() {
54 56
         return;
55 57
     }
56 58
 
57
-    // Render textured quads
58 59
     for (auto& q : texturedRectangles) {
59 60
         if (mMode == MeshModeWireframe) {
60 61
             getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
62
+            /*
61 63
             glBegin(GL_QUADS);
62 64
             glTexCoord2f(0.0f, 0.0f);
63 65
             glVertex3f(q.a.x, q.a.y, q.a.z);
@@ -68,8 +70,73 @@ void Mesh::drawSolid() {
68 70
             glTexCoord2f(0.0f, 1.0f);
69 71
             glVertex3f(q.d.x, q.d.y, q.d.z);
70 72
             glEnd();
73
+            */
74
+        } else if (mMode == MeshModeSolid) {
75
+            // TODO
71 76
         } else if (mMode == MeshModeTexture) {
72
-            getTextureManager().getTile(q.texture).displayRectangle(q.a, q.b, q.c, q.d);
77
+            //getTextureManager().getTile(q.texture).displayRectangle(q.a, q.b, q.c, q.d);
78
+        }
79
+    }
80
+
81
+    for (auto& t : texturedTriangles) {
82
+        if (mMode == MeshModeWireframe) {
83
+            getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
84
+            /*
85
+            glBegin(GL_TRIANGLES);
86
+            glTexCoord2f(0.0f, 0.0f);
87
+            glVertex3f(t.a.x, t.a.y, t.a.z);
88
+            glTexCoord2f(1.0f, 0.0f);
89
+            glVertex3f(t.b.x, t.b.y, t.b.z);
90
+            glTexCoord2f(1.0f, 1.0f);
91
+            glVertex3f(t.c.x, t.c.y, t.c.z);
92
+            glEnd();
93
+            */
94
+        } else if (mMode == MeshModeSolid) {
95
+            // TODO
96
+        } else if (mMode == MeshModeTexture) {
97
+            //getTextureManager().getTile(t.texture).displayTriangle(t.a, t.b, t.c);
98
+        }
99
+    }
100
+
101
+    for (auto& q : coloredRectangles) {
102
+        if (mMode == MeshModeWireframe) {
103
+            getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
104
+            /*
105
+            glBegin(GL_QUADS);
106
+            glTexCoord2f(0.0f, 0.0f);
107
+            glVertex3f(q.a.x, q.a.y, q.a.z);
108
+            glTexCoord2f(1.0f, 0.0f);
109
+            glVertex3f(q.b.x, q.b.y, q.b.z);
110
+            glTexCoord2f(1.0f, 1.0f);
111
+            glVertex3f(q.c.x, q.c.y, q.c.z);
112
+            glTexCoord2f(0.0f, 1.0f);
113
+            glVertex3f(q.d.x, q.d.y, q.d.z);
114
+            glEnd();
115
+            */
116
+        } else if (mMode == MeshModeSolid) {
117
+            // TODO
118
+        } else if (mMode == MeshModeTexture) {
119
+            // TODO
120
+        }
121
+    }
122
+
123
+    for (auto& t : coloredTriangles) {
124
+        if (mMode == MeshModeWireframe) {
125
+            getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
126
+            /*
127
+            glBegin(GL_TRIANGLES);
128
+            glTexCoord2f(0.0f, 0.0f);
129
+            glVertex3f(t.a.x, t.a.y, t.a.z);
130
+            glTexCoord2f(1.0f, 0.0f);
131
+            glVertex3f(t.b.x, t.b.y, t.b.z);
132
+            glTexCoord2f(1.0f, 1.0f);
133
+            glVertex3f(t.c.x, t.c.y, t.c.z);
134
+            glEnd();
135
+            */
136
+        } else if (mMode == MeshModeSolid) {
137
+            // TODO
138
+        } else if (mMode == MeshModeTexture) {
139
+            // TODO
73 140
         }
74 141
     }
75 142
 }
@@ -114,17 +181,17 @@ Mesh::~Mesh() {
114 181
     for (unsigned int i = 0; i < mNumVertices; i++)
115 182
         delete [] mVertices[i];
116 183
     delete [] mVertices;
117
-    mVertices = NULL;
184
+    mVertices = nullptr;
118 185
 
119 186
     for (unsigned int i = 0; i < mNumNormals; i++)
120 187
         delete [] mNormals[i];
121 188
     delete [] mNormals;
122
-    mNormals = NULL;
189
+    mNormals = nullptr;
123 190
 
124 191
     for (unsigned int i = 0; i < mNumColors; i++)
125 192
         delete [] mColors[i];
126 193
     delete [] mColors;
127
-    mColors = NULL;
194
+    mColors = nullptr;
128 195
 
129 196
     if (mTris) {
130 197
         for (unsigned int i = 0; i < mNumTris; ++i) {
@@ -135,7 +202,7 @@ Mesh::~Mesh() {
135 202
         }
136 203
 
137 204
         delete [] mTris;
138
-        mTris = NULL;
205
+        mTris = nullptr;
139 206
     }
140 207
 
141 208
     if (mQuads) {
@@ -147,29 +214,29 @@ Mesh::~Mesh() {
147 214
         }
148 215
 
149 216
         delete [] mQuads;
150
-        mQuads = NULL;
217
+        mQuads = nullptr;
151 218
     }
152 219
 
153 220
     delete [] mVertexArray;
154
-    mVertexArray = NULL;
221
+    mVertexArray = nullptr;
155 222
 
156 223
     delete [] mNormalArray;
157
-    mNormalArray = NULL;
224
+    mNormalArray = nullptr;
158 225
 
159 226
     delete [] mColorArray;
160
-    mColorArray = NULL;
227
+    mColorArray = nullptr;
161 228
 
162 229
     delete [] mTriangleTextures;
163
-    mTriangleTextures = NULL;
230
+    mTriangleTextures = nullptr;
164 231
 
165 232
     delete [] mTriangleIndices;
166
-    mTriangleIndices = NULL;
233
+    mTriangleIndices = nullptr;
167 234
 
168 235
     delete [] mTriangleFlags;
169
-    mTriangleFlags = NULL;
236
+    mTriangleFlags = nullptr;
170 237
 
171 238
     delete [] mTriangleTexCoordArray;
172
-    mTriangleTexCoordArray = NULL;
239
+    mTriangleTexCoordArray = nullptr;
173 240
 }
174 241
 
175 242
 
@@ -180,6 +247,7 @@ Mesh::~Mesh() {
180 247
 void Mesh::drawAlphaOld() {
181 248
     unsigned int i, j, k, index;
182 249
 
250
+    /*
183 251
 
184 252
     // Render quadralaterals
185 253
     for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i) {
@@ -246,46 +314,16 @@ void Mesh::drawAlphaOld() {
246 314
 
247 315
         glEnd();
248 316
     }
317
+
318
+    */
249 319
 }
250 320
 
251 321
 
252 322
 void Mesh::drawSolidOld() {
253 323
     unsigned int i, j, k, index;
254 324
 
325
+    /*
255 326
 
256
-    if (mFlags & fMesh_UseVertexArray) {
257
-        //glEnableClientState(GL_VERTEX_ARRAY);
258
-        //glVertexPointer(3, GL_FLOAT, 0, mVertexArray);
259
-
260
-        glPointSize(2.0f);
261
-        glColor3f(1.0f, 1.0f, 1.0f);
262
-        glBegin(GL_TRIANGLES);
263
-
264
-        for (i = 0; i < mTriangleCount * 3; ++i) {
265
-            //glArrayElement(mTriangleIndices[i]);
266
-            glVertex3fv(mVertexArray + mTriangleIndices[i]);
267
-        }
268
-
269
-        glEnd();
270
-
271
-        glPointSize(1.0f);
272
-
273
-        //! \fixme
274
-        /*
275
-        for (j = 0; j < mQuads[i].num_quads; ++j)
276
-        {
277
-            for (k = 0; k < 4; ++k)
278
-            {
279
-                index = mQuads[i].quads[j*4+k];
280
-
281
-                glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
282
-                glArrayElement(mQuads[i].quads[j*4+k]);
283
-            }
284
-        }
285
-        */
286
-
287
-        return;
288
-    }
289 327
 
290 328
     // Render quadralaterals
291 329
     for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i) {
@@ -402,6 +440,8 @@ void Mesh::drawSolidOld() {
402 440
         glActiveTextureARB(GL_TEXTURE0_ARB);
403 441
     }
404 442
 #endif
443
+
444
+    */
405 445
 }
406 446
 
407 447
 

+ 63
- 511
src/Render.cpp Vedi File

@@ -22,556 +22,108 @@
22 22
 #include "World.h"
23 23
 #include "system/Window.h"
24 24
 
25
-Render::Render() {
26
-    mSkyMesh = -1;
27
-    mSkyMeshRotation = false;
28
-    mMode = Render::modeDisabled;
29
-    mLock = 0;
30
-    mFlags = (fRoomAlpha | fEntityModels | fRenderPonytail);
25
+RenderMode Render::mode = RenderMode::Disabled;
31 26
 
32
-    debugTexture = -1;
33
-    debugTextile = -1;
34
-    debugSprite = -1;
35
-    debugTextureStorage = TextureManager::TextureStorage::GAME;
36
-    debugSpriteOffset = 0;
37
-    debugX = 0.0f;
38
-    debugY = 0.0f;
39
-    debugW = 256.0f;
40
-    debugH = 256.0f;
27
+RenderMode Render::getMode() {
28
+    return mode;
41 29
 }
42 30
 
43
-Render::~Render() {
44
-    ClearWorld();
45
-}
46
-
47
-void Render::ClearWorld() {
48
-    mRoomRenderList.clear();
49
-}
50
-
51
-void Render::screenShot(const char* filenameBase) {
52
-    int sz = getWindow().getWidth() * getWindow().getHeight();
53
-    unsigned char* image = new unsigned char[sz * 3];
54
-    static int count = 0;
55
-    bool done = false;
56
-
57
-    assert(filenameBase != nullptr);
58
-
59
-    // Don't overwrite files
60
-    std::ostringstream filename;
61
-    while (!done) {
62
-        filename << filenameBase << "-" << count++ << ".tga";
63
-
64
-        FILE* f = fopen(filename.str().c_str(), "rb");
65
-        if (f) {
66
-            fclose(f);
67
-        } else {
68
-            done = true;
69
-        }
70
-    }
71
-
72
-    glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE,
73
-                 image);
74
-    tgaSave(filename.str().c_str(), image, getWindow().getWidth(), getWindow().getHeight(), 0);
75
-    delete [] image;
76
-}
77
-
78
-unsigned int Render::getFlags() {
79
-    return mFlags;
80
-}
81
-
82
-void Render::lightRoom(Room& room) {
83
-    for (unsigned int i = 0; i < room.sizeLights(); ++i) {
84
-        Light& light = room.getLight(i);
85
-        float pos[4], color[4];
86
-        float dir[3];
87
-        light.getPos(pos);
88
-        light.getColor(color);
89
-        light.getDir(dir);
90
-
91
-        glEnable(GL_LIGHT0 + i);
92
-
93
-        switch (light.getType()) {
94
-            case Light::typeSpot:
95
-                glLightf(GL_LIGHT0 + i,  GL_SPOT_CUTOFF,    light.getCutoff());
96
-                glLightfv(GL_LIGHT0 + i, GL_POSITION,       pos);
97
-                glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
98
-                glLightfv(GL_LIGHT0 + i, GL_DIFFUSE,        color);
99
-                break;
100
-            case Light::typePoint:
101
-            case Light::typeDirectional:
102
-                glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
103
-
104
-                // GL_QUADRATIC_ATTENUATION
105
-                // GL_LINEAR_ATTENUATION
106
-                glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
107
-
108
-                glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
109
-                glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
110
-                break;
111
-        }
112
-    }
113
-}
114
-
115
-void Render::clearFlags(unsigned int flags) {
116
-    mFlags &= ~flags;
117
-
118
-    if (flags & Render::fFog) {
119
-        if (glIsEnabled(GL_FOG)) {
120
-            glDisable(GL_FOG);
121
-        }
122
-    }
123
-
124
-    if (flags & Render::fGL_Lights) {
125
-        glDisable(GL_LIGHTING);
126
-    }
127
-}
128
-
129
-void Render::setFlags(unsigned int flags) {
130
-    mFlags |= flags;
131
-
132
-    if (flags & Render::fFog) {
133
-        glEnable(GL_FOG);
134
-        glFogf(GL_FOG_MODE, GL_EXP2);
135
-        glFogf(GL_FOG_DENSITY, 0.00008f);
136
-        glFogf(GL_FOG_START, 30000.0f);
137
-        glFogf(GL_FOG_END, 50000.0f);
138
-
139
-        float color[4];
140
-        color[0] = BLACK[0] * 256.0f;
141
-        color[1] = BLACK[1] * 256.0f;
142
-        color[2] = BLACK[2] * 256.0f;
143
-        color[3] = BLACK[3] * 256.0f;
144
-        glFogfv(GL_FOG_COLOR, color);
145
-    }
146
-
147
-    if (flags & Render::fGL_Lights) {
148
-        float color[4];
149
-        color[0] = WHITE[0] * 256.0f;
150
-        color[1] = WHITE[1] * 256.0f;
151
-        color[2] = WHITE[2] * 256.0f;
152
-        color[3] = WHITE[3] * 256.0f;
153
-
154
-        glEnable(GL_LIGHTING);
155
-        glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
156
-        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
157
-        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
158
-
159
-        color[0] = GREY[0] * 256.0f;
160
-        color[1] = GREY[1] * 256.0f;
161
-        color[2] = GREY[2] * 256.0f;
162
-        color[3] = GREY[3] * 256.0f;
163
-        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
164
-    }
165
-}
166
-
167
-int Render::getMode() {
168
-    return mMode;
169
-}
170
-
171
-void Render::setMode(int n) {
172
-    mMode = n;
173
-
174
-    switch (mMode) {
175
-        case Render::modeDisabled:
31
+void Render::setMode(RenderMode m) {
32
+    mode = m;
33
+    switch (mode) {
34
+        case RenderMode::Disabled:
176 35
             break;
177
-        case Render::modeSolid:
178
-        case Render::modeWireframe:
36
+        case RenderMode::Solid:
37
+        case RenderMode::Wireframe:
179 38
             glClearColor(PURPLE[0] / 256.0f, PURPLE[1] / 256.0f,
180 39
                          PURPLE[2] / 256.0f, PURPLE[3] / 256.0f);
181
-            glDisable(GL_TEXTURE_2D);
40
+            //glDisable(GL_TEXTURE_2D);
182 41
             break;
183 42
         default:
184
-            if (mMode == Render::modeLoadScreen) {
185
-                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
186
-            } else {
187
-                glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
188
-            }
189
-
190 43
             glClearColor(BLACK[0] / 256.0f, BLACK[1] / 256.0f,
191 44
                          BLACK[2] / 256.0f, BLACK[3] / 256.0f);
192
-
193
-            glEnable(GL_TEXTURE_2D);
45
+            //glEnable(GL_TEXTURE_2D);
194 46
     }
195 47
 }
196 48
 
197 49
 void Render::display() {
198
-    switch (mMode) {
199
-        case Render::modeDisabled:
200
-            return;
201
-        case Render::modeLoadScreen:
202
-            drawLoadScreen();
203
-            return;
204
-        default:
205
-            break;
206
-    }
207
-
208
-    if (mMode == Render::modeWireframe)
209
-        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
210
-    else
211
-        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
212
-
213
-    float camOffsetH = 0.0f;
214
-
215
-    switch (getGame().getLara().getMoveType()) {
216
-        case Entity::MoveTypeFly:
217
-        case Entity::MoveTypeNoClipping:
218
-        case Entity::MoveTypeSwim:
219
-            //camOffsetH = 64.0f;
220
-            camOffsetH = 512.0f;
221
-            break;
222
-        case Entity::MoveTypeWalk:
223
-        case Entity::MoveTypeWalkNoSwim:
224
-            camOffsetH = 512.0f;
225
-            break;
226
-    }
227
-
228
-    float curPos[3], camPos[3], atPos[3];
229
-
230
-    curPos[0] = getGame().getLara().getPos(0);
231
-    curPos[1] = getGame().getLara().getPos(1);
232
-    curPos[2] = getGame().getLara().getPos(2);
233
-    float yaw = getGame().getLara().getAngle(1);
234
-
235
-    // Mongoose 2002.08.24, New 3rd person camera hack
236
-    camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
237
-    camPos[1] = curPos[1] - camOffsetH; // UP is lower val
238
-    camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
239
-
240
-    long index = getGame().getLara().getRoom();
241
-    long sector = getWorld().getRoom(index).getSector(camPos[0], camPos[2]);
242
-
243
-    // Handle camera out of world
244
-    if ((sector < 0) ||
245
-        ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
246
-        getWorld().getRoom(index).isWall(sector)) {
247
-        camPos[0] = curPos[0] + (64.0f * sinf(yaw));
248
-        camPos[1] -= 64.0f;
249
-        camPos[2] = curPos[2] + (64.0f * cosf(yaw));
250
-    }
251
-
252 50
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
253
-    glLoadIdentity();
254
-
255
-    // Setup view in OpenGL with camera
256
-    getCamera().setPosition(camPos);
257
-    getCamera().update();
258
-    getCamera().getTarget(atPos);
259
-    // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
260
-    Window::lookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
261
-
262
-    // Update view volume for vising
263
-    updateViewVolume();
264
-
265
-    // Render world
266
-    glColor3ubv(GREY); // was WHITE
267
-    drawSkyMesh(96.0);
268
-
269
-    // Figure out how much of the map to render
270
-    newRoomRenderList(index);
271
-
272
-    // Room solid pass, need to do depth sorting to avoid 2 pass render
273
-    for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
274
-        Room& room = *mRoomRenderList[i];
275
-
276
-        if (mFlags & Render::fGL_Lights)
277
-            lightRoom(room);
278
-
279
-        room.display(false);
280
-    }
281
-
282
-    // Draw all visible enities
283
-    if (mFlags & Render::fEntityModels) {
284
-        std::vector<Entity*> entityRenderList;
285
-
286
-        for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
287
-            Entity& e = getWorld().getEntity(i);
288
-
289
-            // Don't show Lara to the player
290
-            if (&e == &getGame().getLara())
291
-                continue;
292
-
293
-            // Mongoose 2002.08.15, Nothing to draw, skip
294
-            // Mongoose 2002.12.24, Some entities have no animation =p
295
-            if (e.getModel().size() == 0)
296
-                continue;
297 51
 
298
-            // Is it in view volume? ( Hack to use sphere )
299
-            if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
300
-                continue;
301
-
302
-            //! \fixme Is it in a room we're rendering?
303
-            //if (mRoomRenderList[e->room] == 0x0)
304
-            //{
305
-            //  continue;
306
-            //}
307
-
308
-            entityRenderList.push_back(&e);
309
-        }
310
-
311
-        // Draw objects not tied to rooms
312
-        glPushMatrix();
313
-
314
-        // Draw lara or other player model ( move to entity rendering method )
315
-        getGame().getLara().display();
316
-
317
-        // Draw sprites after player to handle alpha
318
-        for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
319
-            SpriteSequence& sprite = getWorld().getSprite(i);
320
-            for (unsigned int j = 0; j < sprite.size(); j++)
321
-                sprite.get(j).display();
322
-        }
323
-
324
-        glPopMatrix();
325
-
326
-        // Depth sort entityRenderList and display each entity
327
-        std::sort(entityRenderList.begin(), entityRenderList.end(), Entity::compare);
328
-        for (unsigned int i = 0; i < entityRenderList.size(); i++) {
329
-            entityRenderList[i]->display();
330
-        }
331
-    }
332
-
333
-    // Room alpha pass
334
-    // Skip room alpha pass for modes w/o texture
335
-    if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
336
-        for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
337
-            mRoomRenderList[i]->display(true);
338
-
339
-        if (debugTexture >= 0) {
340
-            getWindow().glEnter2D();
341
-            drawTexture(debugX, debugY, debugW, debugH, debugTexture, debugTextureStorage);
342
-            getWindow().glExit2D();
343
-        } else if (debugTextile >= 0) {
344
-            getWindow().glEnter2D();
345
-            drawTextile(debugX, debugY, debugW, debugH, debugTextile);
346
-            getWindow().glExit2D();
347
-        } else if (debugSprite >= 0) {
348
-            getWindow().glEnter2D();
349
-            drawSprite(debugX, debugY, debugW, debugH, debugSprite, debugSpriteOffset);
350
-            getWindow().glExit2D();
351
-        }
52
+    if (mode == RenderMode::LoadScreen) {
53
+        glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
54
+        drawTexture(0.0f, 0.0f, getWindow().getWidth(), getWindow().getHeight(),
55
+                    color, TEXTURE_SPLASH, TextureManager::TextureStorage::SYSTEM);
56
+        return;
57
+    } else if (mode == RenderMode::Disabled) {
58
+        return;
352 59
     }
353 60
 
354
-    if (mMode == Render::modeWireframe)
61
+    if (mode == RenderMode::Wireframe) {
62
+        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63
+    } else {
355 64
         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
356
-
357
-    glFlush();
358
-}
359
-
360
-void Render::drawLoadScreen() {
361
-    getWindow().glEnter2D();
362
-
363
-    drawTexture(0.0f, 0.0f, getWindow().getWidth(), getWindow().getHeight(),
364
-                TEXTURE_SPLASH, TextureManager::TextureStorage::SYSTEM);
365
-
366
-    if (debugTexture >= 0)
367
-        drawTexture(debugX, debugY, debugW, debugH, debugTexture, debugTextureStorage);
368
-    else if (debugTextile >= 0)
369
-        drawTextile(debugX, debugY, debugW, debugH, debugTextile);
370
-    else if (debugSprite >= 0)
371
-        drawSprite(debugX, debugY, debugW, debugH, debugSprite, debugSpriteOffset);
372
-
373
-    getWindow().glExit2D();
374
-
375
-    glFlush();
376
-}
377
-
378
-void Render::newRoomRenderList(int index) {
379
-    assert(index >= 0);
380
-
381
-    static int currentRoomId = -1;
382
-
383
-    // Update room render list if needed
384
-    if (currentRoomId != index) {
385
-        buildRoomRenderList(getWorld().getRoom(index));
386
-    }
387
-
388
-    currentRoomId = index;
389
-}
390
-
391
-void Render::buildRoomRenderList(Room& room) {
392
-
393
-    // Must be visible
394
-    //! \fixme Add depth sorting here - remove multipass
395
-    if (!isVisible(room.getBoundingBox()))
396
-        return;
397
-
398
-    // Must not already be cached
399
-    for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
400
-        Room* room2 = mRoomRenderList[i];
401
-
402
-        if (room2 == &room)
403
-            return;
404 65
     }
405 66
 
406
-    /* Add current room to list */
407
-    mRoomRenderList.push_back(&room);
67
+    // TODO Setup matrices
408 68
 
409
-    // Try to add adj rooms and their adj rooms, skip this room
410
-    for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++) {
411
-        if (room.getAdjacentRoom(i) < 0)
412
-            continue;
69
+    // TODO Render world
413 70
 
414
-        Room& room2 = getWorld().getRoom(room.getAdjacentRoom(i));
415
-
416
-        //! \fixme Add portal visibility check here
417
-
418
-        if (&room2 != &room)
419
-            buildRoomRenderList(room2);
71
+    if (mode == RenderMode::Wireframe) {
72
+        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
420 73
     }
421 74
 }
422 75
 
423
-void Render::drawSkyMesh(float scale) {
424
-    //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
425
-    //if (!model)
426
-    //    return;
427
-
428
-    glDisable(GL_DEPTH_TEST);
429
-    glPushMatrix();
430
-
431
-    if (mSkyMeshRotation)
432
-        glRotated(90.0, 1, 0, 0);
433
-
434
-    glTranslated(0.0, 1000.0, 0.0);
435
-    glScaled(scale, scale, scale);
436
-    //drawModel(model);
437
-    //drawModelMesh(getWorld().getMesh(mSkyMesh), );
438
-    glPopMatrix();
439
-    glEnable(GL_DEPTH_TEST);
440
-}
441
-
442
-void Render::setSkyMesh(int index, bool rot) {
443
-    mSkyMesh = index;
444
-    mSkyMeshRotation = rot;
445
-}
446
-
447
-void Render::updateViewVolume() {
448
-    float proj[16], mdl[16];
449
-
450
-    glGetFloatv(GL_PROJECTION_MATRIX, proj);
451
-    glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
452
-    mViewVolume.updateFrame(proj, mdl);
453
-}
454
-
455
-bool Render::isVisible(BoundingBox& box) {
456
-    float bbox[2][3];
457
-    box.getBoundingBox(bbox);
458
-
459
-    // For debugging purposes
460
-    if (mMode == Render::modeWireframe)
461
-        box.display(true, PINK, RED);
462
-
463
-    return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
464
-}
76
+void Render::screenShot(const char* filenameBase) {
77
+    int sz = getWindow().getWidth() * getWindow().getHeight();
78
+    unsigned char* image = new unsigned char[sz * 3];
79
+    static int count = 0;
80
+    bool done = false;
465 81
 
466
-bool Render::isVisible(float x, float y, float z) {
467
-    // For debugging purposes
468
-    if (mMode == Render::modeWireframe) {
469
-        glPointSize(5.0);
470
-        glColor3ubv(PINK);
471
-        glBegin(GL_POINTS);
472
-        glVertex3f(x, y, z);
473
-        glEnd();
474
-    }
82
+    assert(filenameBase != nullptr);
475 83
 
476
-    return (mViewVolume.isPointInFrustum(x, y, z));
477
-}
84
+    // Don't overwrite files
85
+    std::ostringstream filename;
86
+    while (!done) {
87
+        filename << filenameBase << "-" << count++ << ".tga";
478 88
 
479
-bool Render::isVisible(float x, float y, float z, float radius) {
480
-    // For debugging purposes
481
-    if (mMode == Render::modeWireframe) {
482
-        glPointSize(5.0);
483
-        glColor3ubv(PINK);
484
-        glBegin(GL_POINTS);
485
-        glVertex3f(x, y, z);
486
-        glEnd();
89
+        FILE* f = fopen(filename.str().c_str(), "rb");
90
+        if (f) {
91
+            fclose(f);
92
+        } else {
93
+            done = true;
94
+        }
487 95
     }
488 96
 
489
-    return (mViewVolume.isSphereInFrustum(x, y, z, radius));
490
-}
491
-
492
-float Render::getDistToSphereFromNear(float x, float y, float z, float radius) {
493
-    return mViewVolume.getDistToSphereFromNear(x, y, z, radius);
494
-}
495
-
496
-void Render::debugDisplayTexture(int texture, TextureManager::TextureStorage s,
497
-                                 float x, float y, float w, float h) {
498
-    debugTexture = texture;
499
-    debugTextureStorage = s;
500
-    debugX = x;
501
-    debugY = y;
502
-    debugW = w;
503
-    debugH = h;
504
-    debugTextile = -1;
97
+    //glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE,
98
+    //             image);
99
+    //tgaSave(filename.str().c_str(), image, getWindow().getWidth(), getWindow().getHeight(), 0);
100
+    delete [] image;
505 101
 }
506 102
 
507
-void Render::drawTexture(float x, float y, float w, float h,
103
+void Render::drawTexture(float x, float y, float w, float h, glm::vec4 color,
508 104
                          unsigned int texture, TextureManager::TextureStorage s) {
509
-    float z = 0.0f;
510
-
511
-    glColor3ubv(WHITE);
512
-
513
-    if (mFlags & Render::fGL_Lights)
514
-        glDisable(GL_LIGHTING);
105
+    std::vector<glm::vec2> vertices;
106
+    std::vector<glm::vec2> uvs;
515 107
 
516
-    getTextureManager().bindTextureId(texture, s);
108
+    vertices.push_back(glm::vec2(x, y + h));
109
+    vertices.push_back(glm::vec2(x, y));
110
+    vertices.push_back(glm::vec2(x + w, y + h));
517 111
 
518
-    glBegin(GL_TRIANGLE_STRIP);
519
-    glTexCoord2f(1.0, 1.0);
520
-    glVertex3f(x + w, y + h, z);
521
-    glTexCoord2f(0.0, 1.0);
522
-    glVertex3f(x, y + h, z);
523
-    glTexCoord2f(1.0, 0.0);
524
-    glVertex3f(x + w, y, z);
525
-    glTexCoord2f(0.0, 0.0);
526
-    glVertex3f(x, y, z);
527
-    glEnd();
528
-
529
-    if (mFlags & Render::fGL_Lights)
530
-        glEnable(GL_LIGHTING);
531
-}
532
-
533
-void Render::debugDisplayTextile(int texture, float x, float y, float w, float h) {
534
-    debugTextile = texture;
535
-    debugX = x;
536
-    debugY = y;
537
-    debugW = w;
538
-    debugH = h;
539
-    debugTexture = -1;
540
-}
541
-
542
-void Render::drawTextile(float x, float y, float w, float h, unsigned int textile) {
543
-    glColor3ubv(WHITE);
544
-
545
-    if (mFlags & Render::fGL_Lights)
546
-        glDisable(GL_LIGHTING);
547
-
548
-    getTextureManager().getTile(textile).display(x, y, w, h, 0.0f);
549
-
550
-    if (mFlags & Render::fGL_Lights)
551
-        glEnable(GL_LIGHTING);
552
-}
553
-
554
-void Render::debugDisplaySprite(int sprite, int offset, float x, float y, float w, float h) {
555
-    debugSprite = sprite;
556
-    debugSpriteOffset = offset;
557
-    debugX = x;
558
-    debugY = y;
559
-    debugW = w;
560
-    debugH = h;
561
-    debugTexture = -1;
562
-    debugTextile = -1;
563
-}
112
+    vertices.push_back(glm::vec2(x + w, y));
113
+    vertices.push_back(glm::vec2(x + w, y + h));
114
+    vertices.push_back(glm::vec2(x, y));
564 115
 
565
-void Render::drawSprite(float x, float y, float w, float h, unsigned int sprite,
566
-                        unsigned int offset) {
567
-    glColor3ubv(WHITE);
116
+    uvs.push_back(glm::vec2(0.0f, 1.0f));
117
+    uvs.push_back(glm::vec2(0.0f, 0.0f));
118
+    uvs.push_back(glm::vec2(1.0f, 1.0f));
568 119
 
569
-    if (mFlags & Render::fGL_Lights)
570
-        glDisable(GL_LIGHTING);
120
+    uvs.push_back(glm::vec2(1.0f, 0.0f));
121
+    uvs.push_back(glm::vec2(1.0f, 1.0f));
122
+    uvs.push_back(glm::vec2(0.0f, 0.0f));
571 123
 
572
-    getWorld().getSprite(sprite).get(offset).display(x, y, w, h);
124
+    //! \fixme drawTextGL only uses SYSTEM textures!
125
+    assert(s == TextureManager::TextureStorage::SYSTEM);
573 126
 
574
-    if (mFlags & Render::fGL_Lights)
575
-        glEnable(GL_LIGHTING);
127
+    Window::drawTextGL(vertices, uvs, color, texture);
576 128
 }
577 129
 

+ 25
- 388
src/Room.cpp Vedi File

@@ -5,6 +5,8 @@
5 5
  * \author xythobuz
6 6
  */
7 7
 
8
+#include "glm/gtx/intersect.hpp"
9
+
8 10
 #include <algorithm>
9 11
 
10 12
 #include "global.h"
@@ -14,11 +16,6 @@
14 16
 #include "Room.h"
15 17
 #include "TextureManager.h"
16 18
 
17
-#ifdef MULTITEXTURE
18
-#include <map>
19
-extern std::map<int, int> gMapTex2Bump;
20
-#endif
21
-
22 19
 Room::Room(float p[3], unsigned int f, unsigned int x, unsigned int z)
23 20
     : flags(f), numXSectors(x), numZSectors(z) {
24 21
     if (p == nullptr) {
@@ -45,369 +42,6 @@ void Room::setPos(float p[3]) {
45 42
         pos[i] = p[i];
46 43
 }
47 44
 
48
-Room::Room(TombRaider& tr, unsigned int index) {
49
-    if (!tr.isRoomValid(index)) {
50
-        getLog() << "WARNING: Handling invalid vertex array in room" << Log::endl;
51
-        return;
52
-    }
53
-
54
-    flags = 0;
55
-    unsigned int trFlags = 0;
56
-    float box[2][3];
57
-    tr.getRoomInfo(index, &trFlags, pos, box[0], box[1]);
58
-
59
-    if (trFlags & tombraiderRoom_underWater)
60
-        flags |= RoomFlagUnderWater;
61
-
62
-    // Adjust positioning for OR world coordinate translation
63
-    box[0][0] += pos[0];
64
-    box[1][0] += pos[0];
65
-    box[0][2] += pos[2];
66
-    box[1][2] += pos[2];
67
-
68
-    bbox.setBoundingBox(box[0], box[1]);
69
-
70
-    // Mongoose 2002.04.03, Setup 3D transform
71
-    Matrix transform;
72
-    transform.setIdentity();
73
-    transform.translate(pos);
74
-
75
-    // Current room is always first
76
-    adjacentRooms.push_back(index);
77
-
78
-    // Setup portals
79
-    unsigned int count = tr.getRoomPortalCount(index);
80
-    for (unsigned int i = 0; i < count; i++) {
81
-        portals.push_back(new Portal(tr, index, i, transform));
82
-        adjacentRooms.push_back(portals.back()->getAdjoiningRoom());
83
-    }
84
-
85
-    // List of sectors in this room
86
-    count = tr.getRoomSectorCount(index, &numZSectors, &numXSectors);
87
-    for (unsigned int i = 0; i < count; i++)
88
-        sectors.push_back(new Sector(tr, index, i));
89
-
90
-    // Setup room lights
91
-    count = tr.getRoomLightCount(index);
92
-    for (unsigned int i = 0; i < count; i++)
93
-        lights.push_back(new Light(tr, index, i));
94
-
95
-    // Room models
96
-    count = tr.getRoomModelCount(index);
97
-    for (unsigned int i = 0; i < count; i++)
98
-        models.push_back(new StaticModel(tr, index, i));
99
-
100
-    // Room sprites
101
-    count = tr.getRoomSpriteCount(index);
102
-    for (unsigned int i = 0; i < count; i++)
103
-        sprites.push_back(new Sprite(tr, index, i));
104
-
105
-//#define EXPERIMENTAL_UNIFIED_ROOM_GEOMETERY
106
-#ifdef EXPERIMENTAL_UNIFIED_ROOM_GEOMETERY
107
-    unsigned int vertexCount, normalCount, colorCount, triCount;
108
-    float* vertexArray;
109
-    float* normalArray;
110
-    float* colorArray;
111
-    unsigned int* indices, *fflags;
112
-    float* texCoords;
113
-    int* textures;
114
-
115
-    tr.getRoomVertexArrays(index,
116
-                           &vertexCount, &vertexArray,
117
-                           &normalCount, &normalArray,
118
-                           &colorCount, &colorArray);
119
-
120
-    mesh.bufferVertexArray(vertexCount, vertexArray);
121
-    mesh.bufferNormalArray(normalCount, normalArray);
122
-    mesh.bufferColorArray(vertexCount, colorArray);
123
-
124
-    tr.getRoomTriangles(index, 0, &triCount, &indices, &texCoords, &textures, &fflags);
125
-
126
-    mesh.bufferTriangles(triCount, indices, texCoords, textures, fflags);
127
-#else
128
-    const unsigned int TextureLimit = 24;
129
-    float rgba[4];
130
-    float xyz[3];
131
-
132
-    count = tr.getRoomVertexCount(index);
133
-    mesh.allocateVertices(count);
134
-    mesh.allocateNormals(0); // count
135
-    mesh.allocateColors(count);
136
-
137
-    for (unsigned int i = 0; i < count; ++i) {
138
-        tr.getRoomVertex(index, i, xyz, rgba);
139
-
140
-        mesh.setVertex(i, xyz[0], xyz[1], xyz[2]);
141
-        mesh.setColor(i, rgba);
142
-    }
143
-
144
-    // Mongoose 2002.06.09, Setup allocation of meshes and polygons
145
-    // Counters ( Textured polygon lists are allocated per texture)
146
-    //          ( Textures are mapped to these meshes )
147
-    int triangle_counter[TextureLimit];
148
-    int triangle_counter_alpha[TextureLimit];
149
-    int rectangle_counter[TextureLimit];
150
-    int rectangle_counter_alpha[TextureLimit];
151
-    int tris_mesh_map[TextureLimit];
152
-    int rect_mesh_map[TextureLimit];
153
-
154
-    for (unsigned int i = 0; i < TextureLimit; ++i) {
155
-        triangle_counter[i]        = 0;
156
-        triangle_counter_alpha[i]  = 0;
157
-        rectangle_counter[i]       = 0;
158
-        rectangle_counter_alpha[i] = 0;
159
-
160
-        tris_mesh_map[i] = -1;
161
-        rect_mesh_map[i] = -1;
162
-    }
163
-
164
-    unsigned int numTris = 0;
165
-    unsigned int numQuads = 0;
166
-
167
-    int texture;
168
-    unsigned int r, t, q, v;
169
-    unsigned int indices[4];
170
-    float texCoords[8];
171
-
172
-    count = tr.getRoomTriangleCount(index);
173
-
174
-    // Mongoose 2002.08.15, Presort by alpha and texture and setup mapping
175
-    for (t = 0; t < count; ++t) {
176
-        tr.getRoomTriangle(index, t,
177
-                           indices, texCoords, &texture, &flags);
178
-
179
-        if (texture > (int)TextureLimit) {
180
-            getLog() << "Handling bad room[" << index << "].tris["
181
-                     << t << "].texture = " << texture << Log::endl;
182
-            texture = TextureLimit - 1;
183
-        }
184
-
185
-        // Counters set up polygon allocation
186
-        if (flags & tombraiderFace_Alpha ||
187
-            flags & tombraiderFace_PartialAlpha) {
188
-            triangle_counter_alpha[texture] += 1;
189
-        } else {
190
-            triangle_counter[texture] += 1;
191
-        }
192
-
193
-        // Counter sets up texture id to mesh id mapping
194
-        if (tris_mesh_map[texture] == -1) {
195
-            tris_mesh_map[texture] = ++numTris;
196
-        }
197
-    }
198
-
199
-    count = tr.getRoomRectangleCount(index);
200
-
201
-    for (r = 0; r < count; ++r) {
202
-        tr.getRoomRectangle(index, r,
203
-                            indices, texCoords, &texture, &flags);
204
-
205
-        if (texture > (int)TextureLimit) {
206
-            getLog() << "Handling bad room[" << index << "].quad["
207
-                     << r << "].texture = " << texture << Log::endl;
208
-            texture = TextureLimit - 1;
209
-        }
210
-
211
-        if (flags & tombraiderFace_Alpha ||
212
-            flags & tombraiderFace_PartialAlpha) {
213
-            rectangle_counter_alpha[texture] += 1;
214
-        } else {
215
-            rectangle_counter[texture] += 1;
216
-        }
217
-
218
-        if (rect_mesh_map[texture] == -1) {
219
-            rect_mesh_map[texture] = ++numQuads;
220
-        }
221
-    }
222
-
223
-    // Allocate indexed polygon meshes
224
-    mesh.allocateTriangles(numTris);
225
-    mesh.allocateRectangles(numQuads);
226
-
227
-    for (unsigned int i = 0, j = 0; i < TextureLimit; ++i) {
228
-        if (tris_mesh_map[i] > 0) {
229
-            j = tris_mesh_map[i] - 1;
230
-
231
-            t = triangle_counter[i];
232
-
233
-            mesh.mTris[j].texture = i;
234
-#ifdef MULTITEXTURE
235
-            mesh.mTris[j].bumpmap = gMapTex2Bump[i];
236
-#endif
237
-            mesh.mTris[j].cnum_triangles = 0;
238
-            mesh.mTris[j].num_triangles = 0;
239
-            mesh.mTris[j].cnum_alpha_triangles = 0;
240
-            mesh.mTris[j].num_alpha_triangles = 0;
241
-            mesh.mTris[j].triangles = 0x0;
242
-            mesh.mTris[j].alpha_triangles = 0x0;
243
-            mesh.mTris[j].texcoors = 0x0;
244
-            mesh.mTris[j].texcoors2 = 0x0;
245
-
246
-            if (t > 0) {
247
-                mesh.mTris[j].num_triangles = t;
248
-                mesh.mTris[j].triangles = new unsigned int[t * 3];
249
-                mesh.mTris[j].num_texcoors = t * 3;
250
-                mesh.mTris[j].texcoors = new float *[t * 3];
251
-                for (unsigned int tmp = 0; tmp < (t * 3); tmp++)
252
-                    mesh.mTris[j].texcoors[tmp] = new float[2];
253
-            }
254
-
255
-            t = triangle_counter_alpha[i];
256
-
257
-            if (t > 0) {
258
-                mesh.mTris[j].num_alpha_triangles = t;
259
-                mesh.mTris[j].alpha_triangles = new unsigned int[t * 3];
260
-                mesh.mTris[j].num_texcoors2 = t * 3;
261
-                mesh.mTris[j].texcoors2 = new float *[t * 3];
262
-                for (unsigned int tmp = 0; tmp < (t * 3); tmp++)
263
-                    mesh.mTris[j].texcoors2[tmp] = new float[2];
264
-            }
265
-        }
266
-
267
-        ///////////////////////////////////////////
268
-
269
-        if (rect_mesh_map[i] > 0) {
270
-            j = rect_mesh_map[i] - 1;
271
-
272
-            r = rectangle_counter[i];
273
-
274
-            mesh.mQuads[j].texture = i;
275
-#ifdef MULTITEXTURE
276
-            mesh.mQuads[j].bumpmap = gMapTex2Bump[i];
277
-#endif
278
-            mesh.mQuads[j].cnum_quads = 0;
279
-            mesh.mQuads[j].num_quads = 0;
280
-            mesh.mQuads[j].cnum_alpha_quads = 0;
281
-            mesh.mQuads[j].num_alpha_quads = 0;
282
-            mesh.mQuads[j].quads = 0x0;
283
-            mesh.mQuads[j].alpha_quads = 0x0;
284
-            mesh.mQuads[j].texcoors = 0x0;
285
-            mesh.mQuads[j].texcoors2 = 0x0;
286
-
287
-            if (r > 0) {
288
-                mesh.mQuads[j].num_quads = r;
289
-                mesh.mQuads[j].quads = new unsigned int[r * 4];
290
-                mesh.mQuads[j].num_texcoors = r * 4;
291
-                mesh.mQuads[j].texcoors = new float *[r * 4];
292
-                for (unsigned int tmp = 0; tmp < (r * 4); tmp++)
293
-                    mesh.mQuads[j].texcoors[tmp] = new float[2];
294
-            }
295
-
296
-            r = rectangle_counter_alpha[i];
297
-
298
-            if (r > 0) {
299
-                mesh.mQuads[j].num_alpha_quads = r;
300
-                mesh.mQuads[j].alpha_quads = new unsigned int[r * 4];
301
-                mesh.mQuads[j].num_texcoors2 = r * 4;
302
-                mesh.mQuads[j].texcoors2 = new float *[r * 4];
303
-                for (unsigned int tmp = 0; tmp < (r * 4); tmp++)
304
-                    mesh.mQuads[j].texcoors2[tmp] = new float[2];
305
-            }
306
-        }
307
-    }
308
-
309
-    // Generate textured triangles
310
-    count = tr.getRoomTriangleCount(index);
311
-
312
-    for (t = 0; t < count; ++t) {
313
-        tr.getRoomTriangle(index, t,
314
-                           indices, texCoords, &texture, &flags);
315
-
316
-        unsigned int j = tris_mesh_map[texture] - 1;
317
-
318
-        // Setup per vertex
319
-        for (unsigned int i = 0; i < 3; ++i) {
320
-            // Get vertex index {(0, a), (1, b), (2, c)}
321
-            v = indices[i];
322
-
323
-            if ((flags & tombraiderFace_Alpha ||
324
-                 flags & tombraiderFace_PartialAlpha) &&
325
-                mesh.mTris[j].num_alpha_triangles > 0) {
326
-                q = mesh.mTris[j].cnum_alpha_triangles * 3 + i;
327
-
328
-                mesh.mTris[j].alpha_triangles[q] = v;
329
-
330
-                mesh.mTris[j].texcoors2[q][0] = texCoords[i * 2];
331
-                mesh.mTris[j].texcoors2[q][1] = texCoords[i * 2 + 1];
332
-            } else if (mesh.mTris[j].num_triangles > 0) {
333
-                q = mesh.mTris[j].cnum_triangles * 3 + i;
334
-
335
-                mesh.mTris[j].triangles[q] = v;
336
-
337
-                mesh.mTris[j].texcoors[q][0] = texCoords[i * 2];
338
-                mesh.mTris[j].texcoors[q][1] = texCoords[i * 2 + 1];
339
-            }
340
-
341
-            // Partial alpha hack
342
-            if (flags & tombraiderFace_PartialAlpha) {
343
-                //mesh.colors[v].rgba[3] = 0.45;
344
-            }
345
-        }
346
-
347
-        if (flags & tombraiderFace_Alpha ||
348
-            flags & tombraiderFace_PartialAlpha) {
349
-            mesh.mTris[j].cnum_alpha_triangles++;
350
-        } else {
351
-            mesh.mTris[j].cnum_triangles++;
352
-        }
353
-    }
354
-
355
-    // Generate textured quads
356
-    count = tr.getRoomRectangleCount(index);
357
-
358
-    for (r = 0; r < count; ++r) {
359
-        tr.getRoomRectangle(index, r,
360
-                            indices, texCoords, &texture, &flags);
361
-
362
-        if (texture > (int)TextureLimit) {
363
-            texture = TextureLimit - 1;
364
-        }
365
-
366
-        unsigned int j = rect_mesh_map[texture] - 1;
367
-
368
-        if (mesh.mQuads[j].num_quads <= 0 &&
369
-            mesh.mQuads[j].num_alpha_quads <= 0)
370
-            continue;
371
-
372
-        // Setup per vertex
373
-        for (unsigned int i = 0; i < 4; ++i) {
374
-            // Get vertex index {(0, a), (1, b), (2, c), (3, d)}
375
-            v = indices[i];
376
-
377
-            if ((flags & tombraiderFace_Alpha ||
378
-                 flags & tombraiderFace_PartialAlpha) &&
379
-                mesh.mQuads[j].num_alpha_quads > 0) {
380
-                q = mesh.mQuads[j].cnum_alpha_quads * 4 + i;
381
-
382
-                mesh.mQuads[j].alpha_quads[q] = v;
383
-
384
-                mesh.mQuads[j].texcoors2[q][0] = texCoords[i * 2];
385
-                mesh.mQuads[j].texcoors2[q][1] = texCoords[i * 2 + 1];
386
-            } else if (mesh.mQuads[j].num_quads > 0) {
387
-                q = mesh.mQuads[j].cnum_quads * 4 + i;
388
-
389
-                mesh.mQuads[j].quads[q] = v;
390
-
391
-                mesh.mQuads[j].texcoors[q][0] = texCoords[i * 2];
392
-                mesh.mQuads[j].texcoors[q][1] = texCoords[i * 2 + 1];
393
-            }
394
-
395
-            // Partial alpha hack
396
-            if (flags & tombraiderFace_PartialAlpha) {
397
-                //rRoom->mesh.colors[v].rgba[3] = 0.45;
398
-            }
399
-        }
400
-
401
-        if (flags & tombraiderFace_Alpha ||
402
-            flags & tombraiderFace_PartialAlpha) {
403
-            mesh.mQuads[j].cnum_alpha_quads++;
404
-        } else {
405
-            mesh.mQuads[j].cnum_quads++;
406
-        }
407
-    }
408
-#endif
409
-}
410
-
411 45
 #define EMPTY_VECTOR(x)     \
412 46
 while (!x.empty()) {        \
413 47
     delete x[x.size() - 1]; \
@@ -423,12 +57,13 @@ Room::~Room() {
423 57
 }
424 58
 
425 59
 void Room::display(bool alpha) {
60
+    /*
426 61
     glPushMatrix();
427 62
     //LightingSetup();
428 63
 
429 64
     getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
430 65
 
431
-    if ((!alpha) && getRender().getMode() == Render::modeWireframe) {
66
+    if ((!alpha) && Render::getMode() == RenderMode::Wireframe) {
432 67
         glLineWidth(2.0);
433 68
         glColor3ubv(RED);
434 69
 
@@ -448,7 +83,7 @@ void Room::display(bool alpha) {
448 83
         glLineWidth(1.0);
449 84
     }
450 85
 
451
-    if (getRender().getMode() == Render::modeWireframe && (!alpha)) {
86
+    if (Render::getMode() == RenderMode::Wireframe && (!alpha)) {
452 87
         bbox.display(true, RED, GREEN);
453 88
     }
454 89
 
@@ -457,11 +92,11 @@ void Room::display(bool alpha) {
457 92
     // Reset since GL_MODULATE used, reset to WHITE
458 93
     glColor3ubv(WHITE);
459 94
 
460
-    switch (getRender().getMode()) {
461
-        case Render::modeWireframe:
95
+    switch (Render::getMode()) {
96
+        case RenderMode::Wireframe:
462 97
             mesh.mMode = Mesh::MeshModeWireframe;
463 98
             break;
464
-        case Render::modeSolid:
99
+        case RenderMode::Solid:
465 100
             mesh.mMode = Mesh::MeshModeSolid;
466 101
             break;
467 102
         default:
@@ -477,15 +112,16 @@ void Room::display(bool alpha) {
477 112
     glPopMatrix();
478 113
 
479 114
     // Draw other room meshes and sprites
480
-    if (alpha || (getRender().getMode() == Render::modeWireframe)
481
-        || (getRender().getMode() == Render::modeSolid)) {
482
-        sortModels();
115
+    if (alpha || (Render::getMode() == RenderMode::Wireframe)
116
+        || (Render::getMode() == RenderMode::Solid)) {
117
+        //sortModels(); // TODO
483 118
         for (unsigned int i = 0; i < sizeModels(); i++)
484 119
             getModel(i).display();
485 120
 
486 121
         for (unsigned int i = 0; i < sizeSprites(); i++)
487 122
             getSprite(i).display();
488 123
     }
124
+    */
489 125
 }
490 126
 
491 127
 bool Room::isWall(unsigned long sector) {
@@ -496,8 +132,8 @@ bool Room::isWall(unsigned long sector) {
496 132
 }
497 133
 
498 134
 long Room::getSector(float x, float z, float* floor, float* ceiling) {
499
-    assert(floor != NULL);
500
-    assert(ceiling != NULL);
135
+    assert(floor != nullptr);
136
+    assert(ceiling != nullptr);
501 137
 
502 138
     long sector = getSector(x, z);
503 139
 
@@ -527,16 +163,21 @@ void Room::getHeightAtPosition(float x, float* y, float z) {
527 163
 
528 164
 int Room::getAdjoiningRoom(float x, float y, float z,
529 165
                            float x2, float y2, float z2) {
530
-    float intersect[3], p1[3], p2[3];
531 166
     float vertices[4][3];
532
-
533
-    p1[0] = x;  p1[1] = y;  p1[2] = z;
534
-    p2[0] = x2; p2[1] = y2; p2[2] = z2;
167
+    glm::vec3 orig(x, y, z);
168
+    glm::vec3 dir(x2 - x, y2 - y, z2 - z);
169
+    glm::vec3 intersect;
170
+    glm::vec3 verts[4];
535 171
 
536 172
     for (unsigned long i = 0; i < portals.size(); i++) {
537 173
         portals.at(i)->getVertices(vertices);
538
-        if (intersectionLinePolygon(intersect, p1, p2, //4,
539
-                                    vertices))
174
+        verts[0] = glm::vec3(vertices[0][0], vertices[0][1], vertices[0][2]);
175
+        verts[1] = glm::vec3(vertices[1][0], vertices[1][1], vertices[1][2]);
176
+        verts[2] = glm::vec3(vertices[2][0], vertices[2][1], vertices[2][2]);
177
+        verts[3] = glm::vec3(vertices[3][0], vertices[3][1], vertices[3][2]);
178
+
179
+        if ((glm::intersectLineTriangle(orig, dir, verts[0], verts[1], verts[2], intersect))
180
+            || (glm::intersectLineTriangle(orig, dir, verts[0], verts[3], verts[1], intersect)))
540 181
             return portals.at(i)->getAdjoiningRoom();
541 182
     }
542 183
 
@@ -616,10 +257,6 @@ void Room::addModel(StaticModel* s) {
616 257
     models.push_back(s);
617 258
 }
618 259
 
619
-void Room::sortModels() {
620
-    std::sort(models.begin(), models.end(), StaticModel::compare);
621
-}
622
-
623 260
 unsigned long Room::sizeLights() {
624 261
     return lights.size();
625 262
 }

+ 7
- 66
src/RoomData.cpp Vedi File

@@ -6,7 +6,6 @@
6 6
  */
7 7
 
8 8
 #include "global.h"
9
-#include "Render.h"
10 9
 #include "SkeletalModel.h"
11 10
 #include "World.h"
12 11
 #include "RoomData.h"
@@ -44,6 +43,7 @@ bool BoundingBox::inBoxPlane(float x, float z) {
44 43
 }
45 44
 
46 45
 void BoundingBox::display(bool points, const unsigned char c1[4], const unsigned char c2[4]) {
46
+    /*
47 47
     // Bind before entering now
48 48
     //glBindTexture(GL_TEXTURE_2D, 1);
49 49
     glPointSize(4.0);
@@ -114,31 +114,11 @@ void BoundingBox::display(bool points, const unsigned char c1[4], const unsigned
114 114
 
115 115
     glPointSize(1.0);
116 116
     //glLineWidth(1.0);
117
+    */
117 118
 }
118 119
 
119 120
 // ----------------------------------------------------------------------------
120 121
 
121
-Light::Light(TombRaider& tr, unsigned int room, unsigned int index) {
122
-    unsigned int lightFlags, lightType;
123
-
124
-    tr.getRoomLight(room, index, pos, color,
125
-                    dir, &att, &cutoff, &lightType, &lightFlags);
126
-
127
-    switch (lightType) {
128
-        case tombraiderLight_typeDirectional:
129
-            type = Light::typeDirectional;
130
-            break;
131
-        case tombraiderLight_typeSpot:
132
-            type = Light::typeSpot;
133
-            break;
134
-        case tombraiderLight_typePoint:
135
-        default:
136
-            type = Light::typePoint;
137
-    }
138
-
139
-    //! \todo Light flags?
140
-}
141
-
142 122
 void Light::getPos(float p[4]) {
143 123
     p[0] = pos[0];
144 124
     p[1] = pos[1];
@@ -173,52 +153,24 @@ Light::LightType Light::getType() {
173 153
 
174 154
 // ----------------------------------------------------------------------------
175 155
 
176
-StaticModel::StaticModel(TombRaider& tr, unsigned int room, unsigned int i) {
177
-    tr.getRoomModel(room, i, &index, pos, &yaw);
178
-}
179
-
180 156
 void StaticModel::display() {
181 157
     StaticMesh& mesh = getWorld().getStaticMesh(index);
182 158
 
183
-    if (!getRender().isVisible(pos[0], pos[1], pos[2], mesh.getRadius()))
184
-        return;
159
+    //if (!getRender().isVisible(pos[0], pos[1], pos[2], mesh.getRadius()))
160
+    //    return;
185 161
 
162
+    /*
186 163
     glPushMatrix();
187 164
     glTranslated(pos[0], pos[1], pos[2]);
188 165
     glRotated(yaw, 0, 1, 0);
189 166
     mesh.display();
190 167
     glPopMatrix();
191
-}
192
-
193
-bool StaticModel::operator<(const StaticModel& other) {
194
-    float distA, distB;
195
-    distA = getRender().getDistToSphereFromNear(pos[0],
196
-            pos[1], pos[2], 128.0f);
197
-    distB = getRender().getDistToSphereFromNear(other.pos[0],
198
-            other.pos[1], other.pos[2], 128.0f);
199
-    return (distA < distB);
200
-}
201
-
202
-bool StaticModel::compare(StaticModel* a, StaticModel* b) {
203
-    return (*b) < (*a);
168
+    */
204 169
 }
205 170
 
206 171
 // ----------------------------------------------------------------------------
207 172
 
208
-Portal::Portal(TombRaider& tr, unsigned int room, unsigned int index, Matrix& transform) {
209
-    float portalVertices[12];
210
-    tr.getRoomPortal(room, index, &adjoiningRoom, normal, portalVertices);
211
-    for (unsigned int j = 0; j < 4; ++j) {
212
-        vertices[j][0] = portalVertices[j * 3];
213
-        vertices[j][1] = portalVertices[j * 3 + 1];
214
-        vertices[j][2] = portalVertices[j * 3 + 2];
215
-
216
-        // Relative coors in vis portals
217
-        transform.multiply3v(vertices[j], vertices[j]);
218
-    }
219
-}
220
-
221
-Portal::Portal(float vert[4][3], float norm[3], int adj) {
173
+Portal::Portal(glm::vec3 vert[4], float norm[3], int adj) {
222 174
     for (unsigned int i = 0; i < 4; i++) {
223 175
         for (unsigned int j = 0; j < 3; j++) {
224 176
             vertices[i][j] = vert[i][j];
@@ -246,17 +198,6 @@ int Portal::getAdjoiningRoom() {
246 198
 
247 199
 // ----------------------------------------------------------------------------
248 200
 
249
-Sector::Sector(TombRaider& tr, unsigned int room, unsigned int index) {
250
-    unsigned int sectorFlags;
251
-    int floorDataIndex, boxIndex, roomBelow, roomAbove;
252
-
253
-    tr.getRoomSector(room, index, &sectorFlags,
254
-                     &ceiling, &floor, &floorDataIndex, &boxIndex,
255
-                     &roomBelow, &roomAbove);
256
-
257
-    wall = (sectorFlags & tombraiderSector_wall);
258
-}
259
-
260 201
 float Sector::getFloor() {
261 202
     return floor;
262 203
 }

+ 2
- 254
src/SkeletalModel.cpp Vedi File

@@ -8,7 +8,6 @@
8 8
 
9 9
 #include "global.h"
10 10
 #include "Log.h"
11
-#include "Render.h"
12 11
 #include "SkeletalModel.h"
13 12
 #include "World.h"
14 13
 
@@ -21,43 +20,6 @@ BoneTag::BoneTag(int m, float o[3], float r[3], char f) {
21 20
     }
22 21
 }
23 22
 
24
-BoneTag::BoneTag(TombRaider& tr, unsigned int index, unsigned int i, unsigned int* l,
25
-                 unsigned int frame_offset) {
26
-    tr2_moveable_t* moveable = tr.Moveable();
27
-    tr2_meshtree_t* meshtree = tr.MeshTree();
28
-    unsigned short* frame = tr.Frame();
29
-
30
-    off[0] = 0.0f;
31
-    off[1] = 0.0f;
32
-    off[2] = 0.0f;
33
-    flag = 0x00;
34
-    rot[0] = 0.0f;
35
-    rot[1] = 0.0f;
36
-    rot[2] = 0.0f;
37
-    mesh = moveable[index].starting_mesh + i;
38
-
39
-    // Setup offsets to produce skeleton
40
-    if (i == 0) {
41
-        // Always push tag[0], this isn't really used either
42
-        flag = 0x02;
43
-    } else { // Nonprimary tag - position relative to first tag
44
-
45
-        // Hack: moveable[index].mesh_tree is a byte offset
46
-        //       into mesh_tree[], so we have to convert to index
47
-        int* tree = (int*)(void*)meshtree;
48
-        tr2_meshtree_t* mesh_tree = (tr2_meshtree_t*)(tree
49
-                                    + moveable[index].mesh_tree + ((i - 1) * 4));
50
-
51
-        off[0] = mesh_tree->x;
52
-        off[1] = mesh_tree->y;
53
-        off[2] = mesh_tree->z;
54
-        flag = (char)mesh_tree->flags;
55
-    }
56
-
57
-    // Setup tag rotations
58
-    tr.computeRotationAngles(&frame, &frame_offset, l, rot, rot + 1, rot + 2);
59
-}
60
-
61 23
 void BoneTag::display() {
62 24
     if (getWorld().sizeMesh() > 0)
63 25
         getWorld().getMesh(mesh).drawSolid(); // TODO ?
@@ -88,20 +50,6 @@ BoneFrame::BoneFrame(float p[3]) {
88 50
         pos[i] = p[i];
89 51
 }
90 52
 
91
-BoneFrame::BoneFrame(TombRaider& tr, unsigned int index, unsigned int frame_offset) {
92
-    tr2_moveable_t* moveable = tr.Moveable();
93
-    unsigned short* frame = tr.Frame();
94
-
95
-    pos[0] = (short)frame[frame_offset + 6];
96
-    pos[1] = (short)frame[frame_offset + 7];
97
-    pos[2] = (short)frame[frame_offset + 8];
98
-
99
-    unsigned int l = 9; // First angle offset in this Frame
100
-
101
-    for (unsigned int i = 0; i < moveable[index].num_meshes; i++)
102
-        tag.push_back(new BoneTag(tr, index, i, &l, frame_offset));
103
-}
104
-
105 53
 BoneFrame::~BoneFrame() {
106 54
     for (unsigned long i = 0; i < tag.size(); i++)
107 55
         delete tag[i];
@@ -132,52 +80,6 @@ AnimationFrame::AnimationFrame(char r) {
132 80
     rate = r;
133 81
 }
134 82
 
135
-AnimationFrame::AnimationFrame(TombRaider& tr, unsigned int index, int a,
136
-                               unsigned int* frame_offset, int frame_step) {
137
-    tr2_moveable_t* moveable = tr.Moveable();
138
-    tr2_animation_t* animation = tr.Animation();
139
-
140
-    unsigned int frame_count = (animation[a].frame_end - animation[a].frame_start) + 1;
141
-    rate = animation[a].frame_rate;
142
-
143
-    for (unsigned int f = 0; f < frame_count; f++, *frame_offset += frame_step) {
144
-        // HACK: Lara's ObjectID is 315, but her meshes start at 0, so make a
145
-        // quick substitution (so she doesn't appear as a bunch of thighs)
146
-        if ((index == 0) && (tr.Engine() == TR_VERSION_3)) {
147
-            for (int j = 0; (j < (int)tr.NumMoveables()) && (index == 0); j++) {
148
-                if (moveable[j].object_id == 315)
149
-                    index = j;
150
-            }
151
-        }
152
-
153
-        // Fix Lara in TR4
154
-        // Body is ItemID 8, joints are ItemID 9
155
-        // (TR4 demo: body is ItemID 10, joints are ItemID 11)
156
-        if ((index == 0) && (tr.Engine() == TR_VERSION_4)) {
157
-            for (int j = 0; (j < (int)tr.NumMoveables()) && (index == 0); j++) {
158
-                if (moveable[j].object_id == 8)
159
-                    index = j;
160
-            }
161
-        } else if ((moveable[index].object_id == 8) && (tr.Engine() == TR_VERSION_4)) {
162
-            // KLUDGE to do "skinning"
163
-            index = 0;
164
-            for (int j = 0; (j < (int)tr.NumMoveables()) && (index == 0); j++) {
165
-                if (moveable[j].object_id == 9)
166
-                    index = j;
167
-            }
168
-        }
169
-
170
-        if (*frame_offset > tr.NumFrames()) {
171
-            getLog() << "WARNING: Bad animation frame " << *frame_offset
172
-                     << " > " << tr.NumFrames() << " (" << index << "." << a << ")"
173
-                     << Log::endl;
174
-            return;
175
-        }
176
-
177
-        frame.push_back(new BoneFrame(tr, index, *frame_offset));
178
-    }
179
-}
180
-
181 83
 AnimationFrame::~AnimationFrame() {
182 84
     for (unsigned long i = 0; i < frame.size(); i++)
183 85
         delete frame[i];
@@ -202,113 +104,13 @@ SkeletalModel::SkeletalModel(int i) {
202 104
     id = i;
203 105
 }
204 106
 
205
-SkeletalModel::SkeletalModel(TombRaider& tr, unsigned int index, int objectId) {
206
-    tr2_moveable_t* moveable = tr.Moveable();
207
-    tr2_animation_t* anim = tr.Animation();
208
-    tr2_mesh_t* mesh = tr.Mesh();
209
-
210
-    id = objectId;
211
-
212
-    // Gather more info if this is lara
213
-    if (id == 0) {
214
-        // Only TR4 lara has 2 layer bone tags/meshes per bone frame
215
-        tr4Overlay = (tr.Engine() == TR_VERSION_4);
216
-        ponytailId = 0;
217
-    } else {
218
-        tr4Overlay = false;
219
-        ponytailId = -1;
220
-    }
221
-
222
-    switch (tr.Engine()) {
223
-        case TR_VERSION_4:
224
-            if (moveable[index].object_id == 30) {
225
-                ponytailId = getWorld().sizeSkeletalModel(); //! \fixme Why is this even needed?
226
-                ponytailMeshId = moveable[index].starting_mesh;
227
-                ponytailNumMeshes = ((moveable[index].num_meshes > 0) ?
228
-                                     moveable[index].num_meshes : 0);
229
-                ponytailAngle = -90.0f;
230
-                ponytail[0] = -3;
231
-                ponytail[1] = -22;
232
-                ponytail[2] = -20;
233
-                ponyOff = 40;
234
-                ponyOff2 = 32;
235
-                pigtails = false;
236
-
237
-                // Try to guess pigtails by looking for certian num verts in head
238
-                if (mesh[moveable[0].starting_mesh].num_vertices > 80) {
239
-                    pigtails = true;
240
-                    ponyOff -= 20;
241
-                    ponytail[1] -= 32;
242
-                }
243
-
244
-                getRender().setFlags(Render::fRenderPonytail);
245
-                getLog() << "Found known ponytail" << Log::endl;
246
-            }
247
-            break;
248
-
249
-        case TR_VERSION_1:
250
-        case TR_VERSION_2:
251
-        case TR_VERSION_3:
252
-        case TR_VERSION_5:
253
-        case TR_VERSION_UNKNOWN:
254
-            if (moveable[index].object_id == 2) {
255
-                ponytailId = getWorld().sizeSkeletalModel(); //! \fixme Why is this even needed?
256
-                ponytailMeshId = moveable[index].starting_mesh;
257
-                ponytailNumMeshes = ((moveable[index].num_meshes > 0) ?
258
-                                     moveable[index].num_meshes : 0);
259
-                ponytailAngle = -90.0f;
260
-                ponytail[0] = 0;
261
-                ponytail[1] = -20;
262
-                ponytail[2] = -20;
263
-                ponyOff = 40;
264
-                ponyOff2 = 0;
265
-
266
-                getRender().setFlags(Render::fRenderPonytail);
267
-                getLog() << "Found ponytail?" << Log::endl;
268
-            }
269
-            break;
270
-    }
271
-
272
-    // Animations
273
-    int a = moveable[index].animation;
274
-    unsigned int frame_offset = anim[a].frame_offset / 2;
275
-    int frame_step = anim[a].frame_size;
276
-
277
-    int frame_cycle = 0;
278
-
279
-    if (a >= (int)tr.NumAnimations())
280
-        a = tr.NumFrames() - frame_offset; //! \fixme Couldn't a be already used out of range?!
281
-    else
282
-        a = (anim[a].frame_offset / 2) - frame_offset; //! \fixme Same as a = 0; ??
283
-
284
-    if (frame_step != 0) // prevent divide-by-zero errors
285
-        a /= frame_step;
286
-
287
-    if (a != 0)
288
-        frame_offset += frame_step * (frame_cycle % a);
289
-
290
-    if (a < 0) {
291
-        getLog() << "Invalid animation data for model " << index << ". Skip!" << Log::endl;
292
-        return;
293
-    } else {
294
-        for (; a < tr.getNumAnimsForMoveable(index); a++) {
295
-            animation.push_back(new AnimationFrame(tr, index, a, &frame_offset, frame_step));
296
-
297
-            if (frame_offset > tr.NumFrames())
298
-                return;
299
-
300
-            frame_offset = anim[a].frame_offset / 2;
301
-            frame_step = anim[a].frame_size;
302
-        }
303
-    }
304
-}
305
-
306 107
 SkeletalModel::~SkeletalModel() {
307 108
     for (unsigned long i = 0; i < animation.size(); i++)
308 109
         delete animation[i];
309 110
 }
310 111
 
311 112
 void SkeletalModel::display(unsigned long aframe, unsigned long bframe) {
113
+    /*
312 114
     assert(aframe < size());
313 115
     assert(bframe < get(aframe).size());
314 116
 
@@ -343,63 +145,9 @@ void SkeletalModel::display(unsigned long aframe, unsigned long bframe) {
343 145
             glRotatef(rot[2], 0, 0, 1);
344 146
         }
345 147
 
346
-        // Draw layered lara in TR4 (2 meshes per tag)
347
-        if (tr4Overlay) {
348
-            BoneFrame& boneframe2 = get(0).get(0); //! \fixme Woot?
349
-            if (a < boneframe2.size())
350
-                boneframe2.get(a).display();
351
-        }
352
-
353
-        if (getRender().getFlags() & Render::fRenderPonytail) {
354
-            if ((ponytailId > 0) && (a == 14)) {
355
-                glPushMatrix();
356
-
357
-                // Mongoose 2002.08.30, TEST to align offset
358
-                glTranslatef(ponytail[0], ponytail[1], ponytail[2]);
359
-                glRotatef(ponytailAngle, 1, 0, 0);
360
-
361
-                // HACK: To fill TR4 void between ponytail/head
362
-                //   since no vertex welds are implemented yet
363
-                if (tr4Overlay)
364
-                    glScalef(1.20f, 1.20f, 1.20f);
365
-
366
-#ifdef EXPERIMENTAL_NON_ITEM_RENDER
367
-                getWorld().getSkeletalModel(ponytail).display(0, 0);
368
-#else
369
-                for (unsigned int i = 0; i < ponytailNumMeshes; i++) {
370
-                    glPushMatrix();
371
-
372
-                    if (i > 0) {
373
-                        glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0);
374
-                        glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0);
375
-                        glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1);
376
-                        glTranslatef(0.0, 0.0, ponyOff);
377
-                    }
378
-
379
-                    if (pigtails) {
380
-                        glPushMatrix();
381
-                        glTranslatef(ponyOff2, 0.0, 0.0);
382
-                        getWorld().getStaticMesh(ponytailMeshId + i).display();
383
-                        glPopMatrix();
384
-
385
-                        glPushMatrix();
386
-                        glTranslatef(-ponyOff2, 0.0, 0.0);
387
-                        getWorld().getStaticMesh(ponytailMeshId + i).display();
388
-                        glPopMatrix();
389
-                    } else {
390
-                        getWorld().getStaticMesh(ponytailMeshId + i).display();
391
-                    }
392
-                }
393
-
394
-                for (unsigned int i = 0; i < ponytailNumMeshes; i++)
395
-                    glPopMatrix();
396
-#endif
397
-                glPopMatrix();
398
-            }
399
-        }
400
-
401 148
         tag.display();
402 149
     }
150
+    */
403 151
 }
404 152
 
405 153
 int SkeletalModel::getId() {

+ 14
- 47
src/Sprite.cpp Vedi File

@@ -5,6 +5,8 @@
5 5
  * \author xythobuz
6 6
  */
7 7
 
8
+#include "glm/glm.hpp"
9
+
8 10
 #include "global.h"
9 11
 #include "Camera.h"
10 12
 #include "Game.h"
@@ -20,33 +22,13 @@ void SpriteSequence::add(Sprite s) {
20 22
     sprites.push_back(s);
21 23
 }
22 24
 
23
-// -----------------------
24
-
25
-SpriteSequence::SpriteSequence(TombRaider& tr, unsigned int item, unsigned int sequence) {
26
-    for (int i = 0; i < (-tr.SpriteSequence()[sequence].negative_length); i++)
27
-        oldsprites.push_back(new Sprite(tr, item, sequence, i));
28
-}
29
-
30
-SpriteSequence::~SpriteSequence() {
31
-    for (unsigned int i = 0; i < oldsprites.size(); i++)
32
-        delete oldsprites.at(i);
33
-}
34
-
35 25
 unsigned long SpriteSequence::size() {
36
-    if (oldsprites.size() > 0)
37
-        return oldsprites.size();
38
-    else
39
-        return sprites.size();
26
+    return sprites.size();
40 27
 }
41 28
 
42 29
 Sprite& SpriteSequence::get(unsigned long index) {
43
-    if (oldsprites.size() > 0) {
44
-        assert(index < oldsprites.size());
45
-        return *oldsprites.at(index);
46
-    } else {
47
-        assert(index < sprites.size());
48
-        return sprites.at(index);
49
-    }
30
+    assert(index < sprites.size());
31
+    return sprites.at(index);
50 32
 }
51 33
 
52 34
 // ----------------------------------------------------------------------------
@@ -98,39 +80,21 @@ Sprite::Sprite(uint16_t tile, uint8_t x, uint8_t y, uint16_t width, uint16_t hei
98 80
     //radius = width2 / 2.0f;
99 81
 }
100 82
 
101
-// -----------------------
102
-
103
-Sprite::Sprite(TombRaider& tr, unsigned int room, unsigned int index) {
104
-    float spriteVertices[12];
105
-    float spriteTexCoords[8];
106
-    float posUnused[3];
107
-
108
-    tr.getRoomSprite(room, index,
109
-                     10.0f, &texture, posUnused, spriteVertices, spriteTexCoords);
110
-
111
-    for (unsigned int j = 0; j < 12; j++)
112
-        vertex[j / 3][j % 3] = spriteVertices[j];
113
-
114
-    for (unsigned int j = 0; j < 8; j++)
115
-        texel[j / 2][j % 2] = spriteTexCoords[j];
116
-
117
-    //radius = 0.0f;
118
-}
119
-
120 83
 void Sprite::display() {
121
-    //if (!getRender().isVisible(pos[0], pos[1], pos[2], radius))
84
+    /*
85
+    //if (!Render::isVisible(pos[0], pos[1], pos[2], radius))
122 86
     //    return;
123 87
 
124 88
     glPushMatrix();
125 89
     //glTranslated(pos[0], pos[1], pos[2]);
126 90
 
127 91
     // Sprites must always face camera, because they have no depth =)
128
-    glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
92
+    glRotated(glm::degrees(Camera::getRadianYaw()), 0, 1, 0);
129 93
 
130
-    switch (getRender().getMode()) {
94
+    switch (Render::getMode()) {
131 95
         // No vertex lighting on sprites, as far as I see in specs
132 96
         // So just draw normal texture, no case 2
133
-        case Render::modeSolid:
97
+        case RenderMode::Solid:
134 98
             glBegin(GL_TRIANGLE_STRIP);
135 99
             glColor3f(texel[0][0], texel[0][1], 0.5);
136 100
             glVertex3fv(vertex[0]);
@@ -145,7 +109,7 @@ void Sprite::display() {
145 109
             glVertex3fv(vertex[2]);
146 110
             glEnd();
147 111
             break;
148
-        case Render::modeWireframe:
112
+        case RenderMode::Wireframe:
149 113
             glColor3ubv(CYAN);
150 114
             glBegin(GL_LINE_LOOP);
151 115
             glVertex3fv(vertex[0]);
@@ -171,9 +135,11 @@ void Sprite::display() {
171 135
     }
172 136
 
173 137
     glPopMatrix();
138
+    */
174 139
 }
175 140
 
176 141
 void Sprite::display(float x, float y, float w, float h) {
142
+    /*
177 143
     float z = 0.0f;
178 144
 
179 145
     getTextureManager().bindTextureId(texture);
@@ -193,5 +159,6 @@ void Sprite::display(float x, float y, float w, float h) {
193 159
     glVertex3f(x, y + h, z);
194 160
 
195 161
     glEnd();
162
+    */
196 163
 }
197 164
 

+ 14
- 141
src/StaticMesh.cpp Vedi File

@@ -28,19 +28,20 @@ TexturedTriangle::TexturedTriangle(int i[3], float s[6], int tex, unsigned short
28 28
 }
29 29
 
30 30
 void TexturedTriangle::display(float* vertices, float* colors, float* normals) {
31
-    assert(vertices != NULL);
31
+    /*
32
+    assert(vertices != nullptr);
32 33
 
33
-    if ((getRender().getMode() != Render::modeWireframe)
34
-        && (getRender().getMode() != Render::modeSolid)) {
34
+    if ((Render::getMode() != RenderMode::Wireframe)
35
+        && (Render::getMode() != RenderMode::Solid)) {
35 36
         getTextureManager().bindTextureId(texture);
36 37
     }
37 38
 
38 39
     glBegin(GL_TRIANGLES);
39 40
 
40
-    switch (getRender().getMode()) {
41
-        case Render::modeSolid:
42
-        case Render::modeVertexLight:
43
-            if (colors != NULL) {
41
+    switch (Render::getMode()) {
42
+        case RenderMode::Solid:
43
+            //case RenderMode::VertexLight:
44
+            if (colors != nullptr) {
44 45
                 glColor3fv(colors + index[0]);
45 46
                 glTexCoord2fv(st);
46 47
                 glVertex3fv(vertices + (index[0] * 3));
@@ -52,7 +53,7 @@ void TexturedTriangle::display(float* vertices, float* colors, float* normals) {
52 53
                 glColor3fv(colors + index[2]);
53 54
                 glTexCoord2fv(st + 4);
54 55
                 glVertex3fv(vertices + (index[2] * 3));
55
-            } else if (normals != NULL) {
56
+            } else if (normals != nullptr) {
56 57
                 glNormal3fv(normals + (index[0] * 3));
57 58
                 glTexCoord2fv(st);
58 59
                 glVertex3fv(vertices + (index[0] * 3));
@@ -74,7 +75,7 @@ void TexturedTriangle::display(float* vertices, float* colors, float* normals) {
74 75
             }
75 76
             break;
76 77
 
77
-        case Render::modeWireframe:
78
+        case RenderMode::Wireframe:
78 79
             glVertex3fv(vertices + (index[0] * 3));
79 80
             glVertex3fv(vertices + (index[1] * 3));
80 81
             glVertex3fv(vertices + (index[2] * 3));
@@ -90,6 +91,7 @@ void TexturedTriangle::display(float* vertices, float* colors, float* normals) {
90 91
     }
91 92
 
92 93
     glEnd();
94
+    */
93 95
 }
94 96
 
95 97
 // ----------------------------------------------------------------------------
@@ -98,137 +100,6 @@ StaticMesh::StaticMesh(int i, int m) : id(i), mesh(m) {
98 100
     vertices = colors = normals = nullptr;
99 101
 }
100 102
 
101
-#ifdef EXPERIMENTAL
102
-
103
-#include <map>
104
-std::map<unsigned int, unsigned int> gColorTextureHACK;
105
-
106
-int setupTextureColor(float* colorf) {
107
-    unsigned char color[4];
108
-    unsigned int colorI;
109
-    unsigned int texture;
110
-
111
-    color[0] = (unsigned char)(colorf[0] * 255.0f);
112
-    color[1] = (unsigned char)(colorf[1] * 255.0f);
113
-    color[2] = (unsigned char)(colorf[2] * 255.0f);
114
-    color[3] = (unsigned char)(colorf[3] * 255.0f);
115
-
116
-    ((unsigned char*)(&colorI))[3] = color[0];
117
-    ((unsigned char*)(&colorI))[2] = color[1];
118
-    ((unsigned char*)(&colorI))[1] = color[2];
119
-    ((unsigned char*)(&colorI))[0] = color[3];
120
-
121
-    try {
122
-        texture = gColorTextureHACK.at(colorI);
123
-    } catch (...) {
124
-        unsigned char* image = generateColorTexture(color, 32, 32, 32);
125
-        texture = getTextureManager().loadBufferSlot(image, 32, 32, RGBA, 32);
126
-        delete [] image;
127
-    }
128
-
129
-    return texture;
130
-}
131
-
132
-#endif
133
-
134
-StaticMesh::StaticMesh(TombRaider& tr, unsigned int index) {
135
-    int count, texture;
136
-    int vertexIndices[6];
137
-    float st[12];
138
-    float color[4];
139
-    unsigned short transparency;
140
-
141
-    if (!tr.isMeshValid(index)) {
142
-        dontshow = true;
143
-        return;
144
-    } else {
145
-        dontshow = false;
146
-    }
147
-
148
-    // Mongoose 2002.08.30, Testing support for 'shootable' models ( traceable )
149
-    tr.getMeshCollisionInfo(index, center, &radius);
150
-
151
-    //! \fixme Arrays don't work either  =)
152
-    // Mesh geometery, colors, etc
153
-    tr.getMeshVertexArrays(index,
154
-                           &vertexCount, &vertices,
155
-                           &normalCount, &normals,
156
-                           &colorCount,  &colors);
157
-
158
-    // Textured Triangles
159
-    count = tr.getMeshTexturedTriangleCount(index);
160
-    for (int i = 0; i < count; i++) {
161
-        tr.getMeshTexturedTriangle(index, i,
162
-                                   vertexIndices, st,
163
-                                   &texture, &transparency);
164
-        triangles.push_back(
165
-            new TexturedTriangle(vertexIndices, st, texture, transparency));
166
-    }
167
-
168
-    // Coloured Triangles
169
-    count = tr.getMeshColoredTriangleCount(index);
170
-    for (int i = 0; i < count; i++) {
171
-        tr.getMeshColoredTriangle(index, i,
172
-                                  vertexIndices, color);
173
-        st[0] = color[0];
174
-        st[1] = color[1];
175
-        st[2] = color[2];
176
-        st[3] = color[3];
177
-        st[4] = 1.0;
178
-        st[5] = 1.0;
179
-
180
-#ifdef EXPERIMENTAL
181
-        texture = setupTextureColor(color);
182
-#else
183
-        texture = 0; // White texture
184
-#endif
185
-        transparency = 0;
186
-
187
-        triangles.push_back(
188
-            new TexturedTriangle(vertexIndices, st, texture, transparency));
189
-    }
190
-
191
-    // Textured Rectangles
192
-    count = tr.getMeshTexturedRectangleCount(index);
193
-    for (int i = 0; i < count; i++) {
194
-        tr.getMeshTexturedRectangle(index, i,
195
-                                    vertexIndices, st,
196
-                                    &texture, &transparency);
197
-        triangles.push_back(
198
-            new TexturedTriangle(vertexIndices, st, texture, transparency));
199
-        triangles.push_back(
200
-            new TexturedTriangle(vertexIndices + 3, st + 6, texture, transparency));
201
-    }
202
-
203
-    // Coloured Rectangles
204
-    count = tr.getMeshColoredRectangleCount(index);
205
-    for (int i = 0; i < count; i++) {
206
-        tr.getMeshColoredRectangle(index, i,
207
-                                   vertexIndices, color);
208
-
209
-        st[0] = color[0];
210
-        st[1] = color[1];
211
-        st[2] = color[2];
212
-        st[3] = color[3];
213
-        st[4] = 1.0;
214
-        st[5] = 1.0;
215
-
216
-#ifdef EXPERIMENTAL
217
-        texture = setupTextureColor(color);
218
-#else
219
-        texture = 0; // White texture
220
-#endif
221
-        transparency = 0;
222
-
223
-        triangles.push_back(
224
-            new TexturedTriangle(vertexIndices, st, texture, transparency));
225
-        triangles.push_back(
226
-            new TexturedTriangle(vertexIndices + 3, st, texture, transparency));
227
-    }
228
-
229
-    id = mesh = -1;
230
-}
231
-
232 103
 StaticMesh::~StaticMesh() {
233 104
     while (!triangles.empty()) {
234 105
         delete triangles.back();
@@ -241,6 +112,7 @@ StaticMesh::~StaticMesh() {
241 112
 }
242 113
 
243 114
 void StaticMesh::display() {
115
+    /*
244 116
     if ((id != -1) && (mesh != -1)) {
245 117
         getWorld().getMesh(mesh).drawSolid();
246 118
         return;
@@ -254,7 +126,7 @@ void StaticMesh::display() {
254 126
         //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
255 127
         glColor3ubv(WHITE);
256 128
 
257
-        if (getRender().getMode() == Render::modeWireframe)
129
+        if (Render::getMode() == RenderMode::Wireframe)
258 130
             glColor3ubv(WHITE);
259 131
 
260 132
         getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
@@ -262,6 +134,7 @@ void StaticMesh::display() {
262 134
         for (unsigned int i = 0; i < triangles.size(); i++)
263 135
             triangles.at(i)->display(vertices, colors, normals);
264 136
     }
137
+    */
265 138
 }
266 139
 
267 140
 float StaticMesh::getRadius() {

+ 45
- 81
src/TextureManager.cpp Vedi File

@@ -40,21 +40,7 @@ void TextureTile::add(TextureTileVertex* t) {
40 40
     vertices.push_back(t);
41 41
 }
42 42
 
43
-bool TextureTile::isTriangle() {
44
-    assert(vertices.size() >= 3);
45
-
46
-    if (vertices.size() == 3)
47
-        return true;
48
-
49
-    return ((vertices.at(3)->xPixel == 0)
50
-            && (vertices.at(3)->xCoordinate == 0)
51
-            && (vertices.at(3)->yPixel == 0)
52
-            && (vertices.at(3)->yCoordinate == 0));
53
-}
54
-
55
-void TextureTile::display(float x, float y, float w, float h, float z) {
56
-    getTextureManager().bindTextureId(texture);
57
-
43
+void TextureTile::displayRectangle(float a[3], float b[3], float c[3], float d[3]) {
58 44
     //! \fixme TR Rosetta Stone says this, but looks strange?
59 45
     /*
60 46
     if (attribute == 0) {
@@ -63,23 +49,6 @@ void TextureTile::display(float x, float y, float w, float h, float z) {
63 49
     }
64 50
     */
65 51
 
66
-    if (isTriangle())
67
-        displayTriangle(x, y, w, h, z);
68
-    else
69
-        displayRectangle(x, y, w, h, z);
70
-
71
-    /*
72
-    if (attribute == 0) {
73
-        glEnable(GL_BLEND);
74
-    }
75
-    */
76
-}
77
-
78
-void TextureTile::displayRectangle(float x, float y, float w, float h, float z) {
79
-    displayRectangle(Vec3(x, y, z), Vec3(x + w, y, z), Vec3(x + w, y + h, z), Vec3(x, y + h, z));
80
-}
81
-
82
-void TextureTile::displayRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d) {
83 52
     float xmin = 256.0f, xmax = 0.0f;
84 53
     float ymin = 256.0f, ymax = 0.0f;
85 54
     for (int i = 0; i < 4; i++) {
@@ -98,6 +67,7 @@ void TextureTile::displayRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d) {
98 67
         }
99 68
     }
100 69
 
70
+    /*
101 71
     glBegin(GL_QUADS);
102 72
     glTexCoord2f(xmin / 256.0f, ymin / 256.0f);
103 73
     glVertex3f(a.x, a.y, a.z);
@@ -108,24 +78,11 @@ void TextureTile::displayRectangle(Vec3 a, Vec3 b, Vec3 c, Vec3 d) {
108 78
     glTexCoord2f(xmin / 256.0f, ymax / 256.0f);
109 79
     glVertex3f(d.x, d.y, d.z);
110 80
     glEnd();
81
+    */
111 82
 }
112 83
 
113
-void TextureTile::displayTriangle(float x, float y, float w, float h, float z) {
114
-    displayTriangle(Vec3(x, y, z), Vec3(x + w, y, z), Vec3(x + w, y + h, z));
115
-}
84
+void TextureTile::displayTriangle(float a[3], float b[3], float c[3]) {
116 85
 
117
-void TextureTile::displayTriangle(Vec3 a, Vec3 b, Vec3 c) {
118
-    glBegin(GL_TRIANGLE_STRIP);
119
-    glTexCoord2f(vertices.at(0)->xPixel / 256.0f,
120
-                 vertices.at(0)->yPixel / 256.0f);
121
-    glVertex3f(a.x, a.y, a.z);
122
-    glTexCoord2f(vertices.at(1)->xPixel / 256.0f,
123
-                 vertices.at(1)->yPixel / 256.0f);
124
-    glVertex3f(b.x, b.y, b.z);
125
-    glTexCoord2f(vertices.at(2)->xPixel / 256.0f,
126
-                 vertices.at(2)->yPixel / 256.0f);
127
-    glVertex3f(c.x, c.y, c.z);
128
-    glEnd();
129 86
 }
130 87
 
131 88
 // ----------------------------------------------------------------------------
@@ -209,8 +166,21 @@ std::vector<unsigned int>& TextureManager::getIds(TextureStorage s) {
209 166
 }
210 167
 
211 168
 int TextureManager::initialize() {
169
+    assert(mTextureIdsGame.size() == 0);
170
+    assert(mTextureIdsSystem.size() == 0);
171
+
172
+    while (mTextureIdsSystem.size() < 2) {
173
+        unsigned int id;
174
+        glGenTextures(1, &id);
175
+        mTextureIdsSystem.push_back(id);
176
+    }
177
+
178
+    return 0;
179
+}
180
+
181
+int TextureManager::initializeSplash() {
212 182
     unsigned char* image = generateColorTexture(WHITE, 32, 32, 32);
213
-    int res = loadBufferSlot(image, 32, 32, RGBA, 32, TextureStorage::SYSTEM, TEXTURE_WHITE);
183
+    int res = loadBufferSlot(image, 32, 32, ColorMode::RGBA, 32, TextureStorage::SYSTEM, TEXTURE_WHITE, false);
214 184
     delete [] image;
215 185
     if (res < 0) {
216 186
         return -1;
@@ -232,12 +202,13 @@ int TextureManager::loadBufferSlot(unsigned char* image,
232 202
                                    unsigned int width, unsigned int height,
233 203
                                    ColorMode mode, unsigned int bpp,
234 204
                                    TextureStorage s, int slot, bool filter) {
235
-    assert(image != NULL);
236 205
     assert(width > 0);
237 206
     assert(height > 0);
238
-    assert((mode == GREYSCALE) || (mode == RGB)
239
-           || (mode == BGR) || (mode == ARGB)
240
-           || (mode == RGBA) || (mode ==  BGRA));
207
+    assert((mode == ColorMode::RGB)
208
+           || (mode == ColorMode::BGR)
209
+           || (mode == ColorMode::ARGB)
210
+           || (mode == ColorMode::RGBA)
211
+           || (mode ==  ColorMode::BGRA));
241 212
     assert((bpp == 8) || (bpp == 24) || (bpp == 32));
242 213
 
243 214
     if (slot == -1)
@@ -249,55 +220,49 @@ int TextureManager::loadBufferSlot(unsigned char* image,
249 220
         getIds(s).push_back(id);
250 221
     }
251 222
 
223
+    if (image == nullptr)
224
+        return slot;
225
+
252 226
     unsigned int glcMode;
253 227
     switch (mode) {
254
-        case GREYSCALE:
255
-            glcMode = GL_LUMINANCE;
228
+        case ColorMode::BGR:
229
+            glcMode = GL_BGR;
256 230
             break;
257 231
 
258
-        case BGR:
259
-            bgr2rgb24(image, width, height);
232
+        case ColorMode::RGB:
260 233
             glcMode = GL_RGB;
261 234
             break;
262 235
 
263
-        case RGB:
264
-            glcMode = GL_RGB;
265
-            break;
266
-
267
-        case ARGB:
236
+        case ColorMode::ARGB:
268 237
             argb2rgba32(image, width, height);
269 238
             glcMode = GL_RGBA;
270 239
             break;
271 240
 
272
-        case BGRA:
273
-            bgra2rgba32(image, width, height);
274
-            glcMode = GL_RGBA;
241
+        case ColorMode::BGRA:
242
+            glcMode = GL_BGRA;
275 243
             break;
276 244
 
277
-        case RGBA:
245
+        case ColorMode::RGBA:
278 246
             glcMode = GL_RGBA;
279 247
             break;
280 248
     }
281 249
 
282
-    glColor3ubv(WHITE);
283
-    glEnable(GL_DEPTH_TEST);
284
-    glShadeModel(GL_SMOOTH);
285 250
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
286 251
     glBindTexture(GL_TEXTURE_2D, getIds(s).at(slot));
252
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, glcMode, GL_UNSIGNED_BYTE, image);
287 253
 
288 254
     if (filter) {
289
-        glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
290
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
291
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
255
+        // Trilinear filtering
292 256
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
293 257
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
258
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
259
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
260
+        glGenerateMipmap(GL_TEXTURE_2D);
294 261
     } else {
295 262
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
296 263
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
297 264
     }
298 265
 
299
-    glTexImage2D(GL_TEXTURE_2D, 0, bpp / 8, width, height, 0, glcMode, GL_UNSIGNED_BYTE, image);
300
-
301 266
     return slot;
302 267
 }
303 268
 
@@ -305,12 +270,11 @@ int TextureManager::numTextures(TextureStorage s) {
305 270
     return getIds(s).size();
306 271
 }
307 272
 
308
-void TextureManager::bindTextureId(unsigned int n, TextureStorage s) {
273
+void TextureManager::bindTextureId(unsigned int n, TextureStorage s, unsigned int unit) {
309 274
     assert(n < getIds(s).size());
275
+    assert(unit < 80); //! \todo Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
310 276
 
311
-    glEnable(GL_TEXTURE_2D);
312
-    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
313
-
277
+    glActiveTexture(GL_TEXTURE0 + unit);
314 278
     glBindTexture(GL_TEXTURE_2D, getIds(s).at(n));
315 279
 }
316 280
 
@@ -329,7 +293,7 @@ int TextureManager::loadImage(const char* filename, TextureStorage s, int slot)
329 293
 }
330 294
 
331 295
 int TextureManager::loadPCX(const char* filename, TextureStorage s, int slot) {
332
-    assert(filename != NULL);
296
+    assert(filename != nullptr);
333 297
     assert(filename[0] != '\0');
334 298
 
335 299
     unsigned char* image;
@@ -353,7 +317,7 @@ int TextureManager::loadPCX(const char* filename, TextureStorage s, int slot) {
353 317
 
354 318
 int TextureManager::loadPNG(const char* filename, TextureStorage s, int slot) {
355 319
 #ifdef USING_PNG
356
-    assert(filename != NULL);
320
+    assert(filename != nullptr);
357 321
     assert(filename[0] != '\0');
358 322
 
359 323
     if (pngCheck(filename) != 0) {
@@ -384,7 +348,7 @@ int TextureManager::loadPNG(const char* filename, TextureStorage s, int slot) {
384 348
 }
385 349
 
386 350
 int TextureManager::loadTGA(const char* filename, TextureStorage s, int slot) {
387
-    assert(filename != NULL);
351
+    assert(filename != nullptr);
388 352
     assert(filename[0] != '\0');
389 353
 
390 354
     unsigned char* image;
@@ -402,7 +366,7 @@ int TextureManager::loadTGA(const char* filename, TextureStorage s, int slot) {
402 366
         }
403 367
         if (image) {
404 368
             id = loadBufferSlot(image, w, h,
405
-                                (type == 2) ? RGBA : RGB,
369
+                                (type == 2) ? ColorMode::RGBA : ColorMode::RGB,
406 370
                                 (type == 2) ? 32 : 24,
407 371
                                 s, slot);
408 372
             delete [] image;

+ 0
- 5631
src/TombRaider.cpp
File diff soppresso perché troppo grande
Vedi File


+ 116
- 74
src/UI.cpp Vedi File

@@ -73,14 +73,14 @@ int UI::initialize() {
73 73
     //! \todo Use our own font subsystem instead of this?
74 74
     const void* png_data;
75 75
     unsigned int png_size;
76
-    ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
76
+    ImGui::GetDefaultFontData(nullptr, nullptr, &png_data, &png_size);
77 77
     int tex_x, tex_y, tex_comp;
78 78
     void* tex_data = stbi_load_from_memory((const unsigned char*)png_data,
79 79
                                            (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
80 80
 
81
-    //! \fixme TODO use proper texture slot
82 81
     fontTex = getTextureManager().loadBufferSlot((unsigned char*)tex_data,
83
-              tex_x, tex_y, RGBA, 32, TextureManager::TextureStorage::SYSTEM, -1, false);
82
+              tex_x, tex_y, TextureManager::ColorMode::RGBA, 32,
83
+              TextureManager::TextureStorage::SYSTEM, -1, false);
84 84
 
85 85
     stbi_image_free(tex_data);
86 86
 
@@ -311,6 +311,43 @@ void UI::display() {
311 311
 
312 312
         ImGui::Separator();
313 313
 
314
+        if (ImGui::CollapsingHeader("Sound Map Player")) {
315
+            if (!Sound::getEnabled()) {
316
+                ImGui::Text("Please enable Sound first!");
317
+                if (ImGui::Button("Enable Sound!")) {
318
+                    Sound::setEnabled(true);
319
+                }
320
+            } else if (Sound::numBuffers() == 0) {
321
+                ImGui::Text("Please load a level!");
322
+            } else {
323
+                static int index = 0;
324
+                ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
325
+                ImGui::SliderInt("##soundslide", &index, 0, SoundManager::sizeSoundMap() - 1);
326
+                ImGui::PopItemWidth();
327
+                ImGui::SameLine();
328
+                if (ImGui::Button("+##soundplus", ImVec2(0, 0), true)) {
329
+                    if (index < (SoundManager::sizeSoundMap() - 1))
330
+                        index++;
331
+                    else
332
+                        index = 0;
333
+                }
334
+                ImGui::SameLine();
335
+                if (ImGui::Button("-##soundminus", ImVec2(0, 0), true)) {
336
+                    if (index > 0)
337
+                        index--;
338
+                    else
339
+                        index = SoundManager::sizeSoundMap() - 1;
340
+                }
341
+                ImGui::SameLine();
342
+                if (ImGui::Button("Play##soundplay")) {
343
+                    SoundManager::playSound(index);
344
+                }
345
+
346
+                ImGui::Text("Index: %d", SoundManager::getIndex(index));
347
+            }
348
+        }
349
+
350
+        /*
314 351
         static bool visibleTex = false;
315 352
         static bool visibleTile = false;
316 353
         static bool visibleAnim = false;
@@ -471,42 +508,6 @@ void UI::display() {
471 508
             }
472 509
         }
473 510
 
474
-        if (ImGui::CollapsingHeader("Sound Map Player")) {
475
-            if (!Sound::getEnabled()) {
476
-                ImGui::Text("Please enable Sound first!");
477
-                if (ImGui::Button("Enable Sound!")) {
478
-                    Sound::setEnabled(true);
479
-                }
480
-            } else if (Sound::numBuffers() == 0) {
481
-                ImGui::Text("Please load a level!");
482
-            } else {
483
-                static int index = 0;
484
-                ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
485
-                ImGui::SliderInt("##soundslide", &index, 0, SoundManager::sizeSoundMap() - 1);
486
-                ImGui::PopItemWidth();
487
-                ImGui::SameLine();
488
-                if (ImGui::Button("+##soundplus", ImVec2(0, 0), true)) {
489
-                    if (index < (SoundManager::sizeSoundMap() - 1))
490
-                        index++;
491
-                    else
492
-                        index = 0;
493
-                }
494
-                ImGui::SameLine();
495
-                if (ImGui::Button("-##soundminus", ImVec2(0, 0), true)) {
496
-                    if (index > 0)
497
-                        index--;
498
-                    else
499
-                        index = SoundManager::sizeSoundMap() - 1;
500
-                }
501
-                ImGui::SameLine();
502
-                if (ImGui::Button("Play##soundplay")) {
503
-                    SoundManager::playSound(index);
504
-                }
505
-
506
-                ImGui::Text("Index: %d", SoundManager::getIndex(index));
507
-            }
508
-        }
509
-
510 511
         if (ImGui::CollapsingHeader("Sprite Sequence Viewer")) {
511 512
             if (getWorld().sizeSprite() <= 0) {
512 513
                 ImGui::Text("Please load a level containing sprites!");
@@ -566,13 +567,14 @@ void UI::display() {
566 567
                 }
567 568
             }
568 569
         }
570
+        */
569 571
 
570 572
         ImGui::Separator();
571 573
 
572 574
         if (ImGui::CollapsingHeader("ImGui/Debug UI Help")) {
573
-            ImGui::TextWrapped("DebugViewer Textures/Textiles/Sprites will be drawn on"
574
-                               " the left side and scale with the size of this window!");
575
-            ImGui::Separator();
575
+            //ImGui::TextWrapped("DebugViewer Textures/Textiles/Sprites will be drawn on"
576
+            //                   " the left side and scale with the size of this window!");
577
+            //ImGui::Separator();
576 578
             ImGui::ShowUserGuide();
577 579
         }
578 580
     }
@@ -652,44 +654,84 @@ void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) {
652 654
     if (cmd_lists_count == 0)
653 655
         return;
654 656
 
655
-    getWindow().glEnter2D();
656
-
657
-    glDisable(GL_DEPTH_TEST);
658 657
     glEnable(GL_SCISSOR_TEST);
658
+    glDisable(GL_DEPTH_TEST);
659
+
660
+    Window::imguiShader.use();
661
+
662
+    glUniform2f(Window::imguiShader.getUniform(0), getWindow().getWidth(), getWindow().getHeight());
663
+
664
+    getTextureManager().bindTextureId(fontTex, TextureManager::TextureStorage::SYSTEM, 0);
665
+    glUniform1i(Window::imguiShader.getUniform(1), 0);
666
+
667
+    glEnableVertexAttribArray(0); // Vertices
668
+    glBindBuffer(GL_ARRAY_BUFFER, Window::imguiShader.getBuffer(0));
669
+    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
670
+
671
+    glEnableVertexAttribArray(1); // UVs
672
+    glBindBuffer(GL_ARRAY_BUFFER, Window::imguiShader.getBuffer(1));
673
+    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
674
+
675
+    glEnableVertexAttribArray(2); // Colors
676
+    glBindBuffer(GL_ARRAY_BUFFER, Window::imguiShader.getBuffer(2));
677
+    glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
678
+
679
+    std::vector<glm::vec2> vertices;
680
+    std::vector<glm::vec2> uvs;
681
+    std::vector<glm::vec4> colors;
682
+
683
+    /*! \fixme Don't copy data
684
+     * The GL calls and the shaders can probably be slightly altered
685
+     * to avoid copying all the vertices, uvs and colors again here.
686
+     */
687
+
688
+    for (int i = 0; i < cmd_lists_count; i++) {
689
+        auto& commands = cmd_lists[i]->commands;
690
+        auto& buffer = cmd_lists[i]->vtx_buffer;
659 691
 
660
-    glEnableClientState(GL_VERTEX_ARRAY);
661
-    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
662
-    glEnableClientState(GL_COLOR_ARRAY);
663
-
664
-    // Setup texture
665
-    getTextureManager().bindTextureId(fontTex, TextureManager::TextureStorage::SYSTEM);
666
-
667
-    // Render command lists
668
-    for (int n = 0; n < cmd_lists_count; n++) {
669
-        const ImDrawList* cmd_list = cmd_lists[n];
670
-        const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
671
-        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
672
-        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + 8));
673
-        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + 16));
674
-
675
-        int vtx_offset = 0;
676
-        const ImDrawCmd* pcmd_end = cmd_list->commands.end();
677
-        for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) {
678
-            glScissor((int)pcmd->clip_rect.x, (int)(ImGui::GetIO().DisplaySize.y - pcmd->clip_rect.w),
679
-                      (int)(pcmd->clip_rect.z - pcmd->clip_rect.x),
680
-                      (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
681
-            glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
682
-            vtx_offset += pcmd->vtx_count;
692
+        int offset = 0;
693
+        for (int n = 0; n < commands.size(); n++) {
694
+            for (int v = 0; v < commands[n].vtx_count; v++) {
695
+                vertices.push_back(glm::vec2(buffer[offset + v].pos.x, buffer[offset + v].pos.y));
696
+                uvs.push_back(glm::vec2(buffer[offset + v].uv.x, buffer[offset + v].uv.y));
697
+
698
+                float r, g, b, a;
699
+                a = ((buffer[offset + v].col & 0xFF000000) >> 24) / 255.0f;
700
+                b = ((buffer[offset + v].col & 0x00FF0000) >> 16) / 255.0f;
701
+                g = ((buffer[offset + v].col & 0x0000FF00) >> 8) / 255.0f;
702
+                r = (buffer[offset + v].col & 0x000000FF) / 255.0f;
703
+                colors.push_back(glm::vec4(r, g, b, a));
704
+            }
705
+
706
+            offset += commands[n].vtx_count;
707
+
708
+            glBindBuffer(GL_ARRAY_BUFFER, Window::imguiShader.getBuffer(0));
709
+            glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec2), &vertices[0], GL_STATIC_DRAW);
710
+
711
+            glBindBuffer(GL_ARRAY_BUFFER, Window::imguiShader.getBuffer(1));
712
+            glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
713
+
714
+            glBindBuffer(GL_ARRAY_BUFFER, Window::imguiShader.getBuffer(2));
715
+            glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec4), &colors[0], GL_STATIC_DRAW);
716
+
717
+            glScissor(commands[n].clip_rect.x,
718
+                      getWindow().getHeight() - commands[n].clip_rect.w,
719
+                      commands[n].clip_rect.z - commands[n].clip_rect.x,
720
+                      commands[n].clip_rect.w - commands[n].clip_rect.y);
721
+
722
+            glDrawArrays(GL_TRIANGLES, 0, vertices.size());
723
+
724
+            vertices.clear();
725
+            uvs.clear();
726
+            colors.clear();
683 727
         }
684 728
     }
685 729
 
730
+    glDisableVertexAttribArray(0);
731
+    glDisableVertexAttribArray(1);
732
+    glDisableVertexAttribArray(2);
733
+
686 734
     glEnable(GL_DEPTH_TEST);
687 735
     glDisable(GL_SCISSOR_TEST);
688
-
689
-    glDisableClientState(GL_VERTEX_ARRAY);
690
-    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
691
-    glDisableClientState(GL_COLOR_ARRAY);
692
-
693
-    getWindow().glExit2D();
694 736
 }
695 737
 

+ 0
- 254
src/ViewVolume.cpp Vedi File

@@ -1,254 +0,0 @@
1
-/*!
2
- * \file include/ViewVolume.h
3
- * \brief Viewing Volume for culling use
4
- *
5
- * Thanks Mark Morley for the article I used to get several algorithms.
6
- *
7
- * \author Mongoose
8
- */
9
-
10
-#include <math.h>
11
-
12
-#include "global.h"
13
-#include "ViewVolume.h"
14
-
15
-ViewVolume::ViewVolume() {
16
-    mFrustum[0][0] = mFrustum[0][1] = mFrustum[0][2] = mFrustum[0][3] = 0.0f;
17
-    mFrustum[1][0] = mFrustum[1][1] = mFrustum[1][2] = mFrustum[1][3] = 0.0f;
18
-    mFrustum[2][0] = mFrustum[2][1] = mFrustum[2][2] = mFrustum[2][3] = 0.0f;
19
-    mFrustum[3][0] = mFrustum[3][1] = mFrustum[3][2] = mFrustum[3][3] = 0.0f;
20
-    mFrustum[4][0] = mFrustum[4][1] = mFrustum[4][2] = mFrustum[4][3] = 0.0f;
21
-    mFrustum[5][0] = mFrustum[5][1] = mFrustum[5][2] = mFrustum[5][3] = 0.0f;
22
-}
23
-
24
-bool ViewVolume::isPointInFrustum(float x, float y, float z) {
25
-    for (unsigned int p = 0; p < 6; ++p) {
26
-        if (mFrustum[p][0] * x + mFrustum[p][1] * y + mFrustum[p][2] * z +
27
-            mFrustum[p][3] <= 0) {
28
-            return false;
29
-        }
30
-    }
31
-    return true;
32
-}
33
-
34
-bool ViewVolume::isSphereInFrustum(float x, float y, float z, float radius) {
35
-    for (unsigned int p = 0; p < 6; ++p) {
36
-        float d = mFrustum[p][0] * x + mFrustum[p][1] * y + mFrustum[p][2] * z + mFrustum[p][3];
37
-        if (d <= -radius)
38
-            return false;
39
-    }
40
-    return true;
41
-}
42
-
43
-bool ViewVolume::isBboxInFrustum(float min[3], float max[3]) {
44
-    for (unsigned int p = 0; p < 6; ++p) {
45
-        if (mFrustum[p][0] * min[0] +
46
-            mFrustum[p][1] * min[1] +
47
-            mFrustum[p][2] * min[2] + mFrustum[p][3] > 0)
48
-            continue;
49
-
50
-        if (mFrustum[p][0] * max[0] +
51
-            mFrustum[p][1] * max[1] +
52
-            mFrustum[p][2] * max[2] + mFrustum[p][3] > 0)
53
-            continue;
54
-
55
-        if (mFrustum[p][0] * min[0] +
56
-            mFrustum[p][1] * max[1] +
57
-            mFrustum[p][2] * max[2] + mFrustum[p][3] > 0)
58
-            continue;
59
-
60
-        if (mFrustum[p][0] * min[0] +
61
-            mFrustum[p][1] * min[1] +
62
-            mFrustum[p][2] * max[2] + mFrustum[p][3] > 0)
63
-            continue;
64
-
65
-        if (mFrustum[p][0] * min[0] +
66
-            mFrustum[p][1] * max[1] +
67
-            mFrustum[p][2] * min[2] + mFrustum[p][3] > 0)
68
-            continue;
69
-
70
-        if (mFrustum[p][0] * max[0] +
71
-            mFrustum[p][1] * min[1] +
72
-            mFrustum[p][2] * min[2] + mFrustum[p][3] > 0)
73
-            continue;
74
-
75
-        if (mFrustum[p][0] * max[0] +
76
-            mFrustum[p][1] * max[1] +
77
-            mFrustum[p][2] * min[2] + mFrustum[p][3] > 0)
78
-            continue;
79
-
80
-        if (mFrustum[p][0] * max[0] +
81
-            mFrustum[p][1] * min[1] +
82
-            mFrustum[p][2] * max[2] + mFrustum[p][3] > 0)
83
-            continue;
84
-
85
-        return false;
86
-    }
87
-    return true;
88
-}
89
-
90
-float ViewVolume::getDistToSphereFromNear(float x, float y, float z, float radius) {
91
-    float d = 0.0;
92
-    for (unsigned int p = 0; p < 6; ++p) {
93
-        d = mFrustum[p][0] * x + mFrustum[p][1] * y + mFrustum[p][2] * z + mFrustum[p][3];
94
-        if (d <= -radius)
95
-            return 0;
96
-    }
97
-    return d + radius;
98
-}
99
-
100
-float ViewVolume::getDistToBboxFromNear(const float min[3], const float max[3]) {
101
-    float center[3];
102
-    float d, radius;
103
-
104
-    midpoint(min, max, center);
105
-
106
-    // 5 should be near plane
107
-    d = (mFrustum[5][0] * center[0] +
108
-         mFrustum[5][1] * center[1] +
109
-         mFrustum[5][2] * center[2] +
110
-         mFrustum[5][3]);
111
-
112
-    radius = distance(max, center);
113
-
114
-    if (d <= -radius)
115
-        return 0;
116
-
117
-    return d + radius;
118
-}
119
-
120
-void ViewVolume::getFrustum(float frustum[6][4]) {
121
-    for (unsigned int p = 0; p < 6; ++p) {
122
-        for (unsigned int i = 0; i < 4; ++i) {
123
-            frustum[p][i] = mFrustum[p][i];
124
-        }
125
-    }
126
-}
127
-
128
-void ViewVolume::getPlane(ViewVolumeSide p, float plane[4]) {
129
-    for (unsigned int i = 0; i < 4; ++i) {
130
-        plane[i] =  mFrustum[p][i];
131
-    }
132
-}
133
-
134
-void ViewVolume::updateFrame(float proj[16], float mdl[16]) {
135
-    setModel(mdl);
136
-    setProjection(proj);
137
-    updateClip();
138
-    updateFrustum();
139
-}
140
-
141
-void ViewVolume::updateFrame() {
142
-    updateClip();
143
-    updateFrustum();
144
-}
145
-
146
-void ViewVolume::setModel(float mdl[16]) {
147
-    mModel.setMatrix(mdl);
148
-}
149
-
150
-void ViewVolume::setProjection(float proj[16]) {
151
-    mProjection.setMatrix(proj);
152
-}
153
-
154
-void ViewVolume::updateClip() {
155
-    mClip = mProjection * mModel;
156
-}
157
-
158
-void ViewVolume::updateFrustum() {
159
-    float clip[16];
160
-    float t;
161
-
162
-    mClip.getMatrix(clip);
163
-
164
-    /* Extract the numbers for the RIGHT plane */
165
-    mFrustum[0][0] = clip[ 3] - clip[ 0];
166
-    mFrustum[0][1] = clip[ 7] - clip[ 4];
167
-    mFrustum[0][2] = clip[11] - clip[ 8];
168
-    mFrustum[0][3] = clip[15] - clip[12];
169
-
170
-    /* Normalize the result */
171
-    t = sqrtf(mFrustum[0][0] * mFrustum[0][0] +
172
-              mFrustum[0][1] * mFrustum[0][1] +
173
-              mFrustum[0][2] * mFrustum[0][2]);
174
-    mFrustum[0][0] /= t;
175
-    mFrustum[0][1] /= t;
176
-    mFrustum[0][2] /= t;
177
-    mFrustum[0][3] /= t;
178
-
179
-    /* Extract the numbers for the LEFT plane */
180
-    mFrustum[1][0] = clip[ 3] + clip[ 0];
181
-    mFrustum[1][1] = clip[ 7] + clip[ 4];
182
-    mFrustum[1][2] = clip[11] + clip[ 8];
183
-    mFrustum[1][3] = clip[15] + clip[12];
184
-
185
-    /* Normalize the result */
186
-    t = sqrtf(mFrustum[1][0] * mFrustum[1][0] +
187
-              mFrustum[1][1] * mFrustum[1][1] +
188
-              mFrustum[1][2] * mFrustum[1][2]);
189
-    mFrustum[1][0] /= t;
190
-    mFrustum[1][1] /= t;
191
-    mFrustum[1][2] /= t;
192
-    mFrustum[1][3] /= t;
193
-
194
-    /* Extract the BOTTOM plane */
195
-    mFrustum[2][0] = clip[ 3] + clip[ 1];
196
-    mFrustum[2][1] = clip[ 7] + clip[ 5];
197
-    mFrustum[2][2] = clip[11] + clip[ 9];
198
-    mFrustum[2][3] = clip[15] + clip[13];
199
-
200
-    /* Normalize the result */
201
-    t = sqrtf(mFrustum[2][0] * mFrustum[2][0] +
202
-              mFrustum[2][1] * mFrustum[2][1] +
203
-              mFrustum[2][2] * mFrustum[2][2]);
204
-    mFrustum[2][0] /= t;
205
-    mFrustum[2][1] /= t;
206
-    mFrustum[2][2] /= t;
207
-    mFrustum[2][3] /= t;
208
-
209
-    /* Extract the TOP plane */
210
-    mFrustum[3][0] = clip[ 3] - clip[ 1];
211
-    mFrustum[3][1] = clip[ 7] - clip[ 5];
212
-    mFrustum[3][2] = clip[11] - clip[ 9];
213
-    mFrustum[3][3] = clip[15] - clip[13];
214
-
215
-    /* Normalize the result */
216
-    t = sqrtf(mFrustum[3][0] * mFrustum[3][0] +
217
-              mFrustum[3][1] * mFrustum[3][1] +
218
-              mFrustum[3][2] * mFrustum[3][2]);
219
-    mFrustum[3][0] /= t;
220
-    mFrustum[3][1] /= t;
221
-    mFrustum[3][2] /= t;
222
-    mFrustum[3][3] /= t;
223
-
224
-    /* Extract the FAR plane */
225
-    mFrustum[4][0] = clip[ 3] - clip[ 2];
226
-    mFrustum[4][1] = clip[ 7] - clip[ 6];
227
-    mFrustum[4][2] = clip[11] - clip[10];
228
-    mFrustum[4][3] = clip[15] - clip[14];
229
-
230
-    /* Normalize the result */
231
-    t = sqrtf(mFrustum[4][0] * mFrustum[4][0] +
232
-              mFrustum[4][1] * mFrustum[4][1] +
233
-              mFrustum[4][2] * mFrustum[4][2]);
234
-    mFrustum[4][0] /= t;
235
-    mFrustum[4][1] /= t;
236
-    mFrustum[4][2] /= t;
237
-    mFrustum[4][3] /= t;
238
-
239
-    /* Extract the NEAR plane */
240
-    mFrustum[5][0] = clip[ 3] + clip[ 2];
241
-    mFrustum[5][1] = clip[ 7] + clip[ 6];
242
-    mFrustum[5][2] = clip[11] + clip[10];
243
-    mFrustum[5][3] = clip[15] + clip[14];
244
-
245
-    /* Normalize the result */
246
-    t = sqrtf(mFrustum[5][0] * mFrustum[5][0] +
247
-              mFrustum[5][1] * mFrustum[5][1] +
248
-              mFrustum[5][2] * mFrustum[5][2]);
249
-    mFrustum[5][0] /= t;
250
-    mFrustum[5][1] /= t;
251
-    mFrustum[5][2] /= t;
252
-    mFrustum[5][3] /= t;
253
-}
254
-

+ 0
- 1
src/commands/CMakeLists.txt Vedi File

@@ -1,6 +1,5 @@
1 1
 # Source files
2 2
 set (CMD_SRCS ${CMD_SRCS} "Command.cpp")
3
-set (CMD_SRCS ${CMD_SRCS} "CommandAnimate.cpp")
4 3
 set (CMD_SRCS ${CMD_SRCS} "CommandBind.cpp")
5 4
 set (CMD_SRCS ${CMD_SRCS} "CommandEngine.cpp")
6 5
 set (CMD_SRCS ${CMD_SRCS} "CommandGame.cpp")

+ 0
- 3
src/commands/Command.cpp Vedi File

@@ -12,7 +12,6 @@
12 12
 #include "Log.h"
13 13
 #include "utils/strings.h"
14 14
 #include "commands/Command.h"
15
-#include "commands/CommandAnimate.h"
16 15
 #include "commands/CommandBind.h"
17 16
 #include "commands/CommandEngine.h"
18 17
 #include "commands/CommandGame.h"
@@ -36,10 +35,8 @@ void Command::fillCommandList() {
36 35
     commands.push_back(std::shared_ptr<Command>(new CommandSet()));
37 36
     commands.push_back(std::shared_ptr<Command>(new CommandGet()));
38 37
     commands.push_back(std::shared_ptr<Command>(new CommandScreenshot()));
39
-    commands.push_back(std::shared_ptr<Command>(new CommandAnimate()));
40 38
     commands.push_back(std::shared_ptr<Command>(new CommandMove()));
41 39
     commands.push_back(std::shared_ptr<Command>(new CommandMode()));
42
-    commands.push_back(std::shared_ptr<Command>(new CommandRenderflag()));
43 40
     commands.push_back(std::shared_ptr<Command>(new CommandPos()));
44 41
     commands.push_back(std::shared_ptr<Command>(new CommandViewmodel()));
45 42
     commands.push_back(std::shared_ptr<Command>(new CommandPigtail()));

+ 0
- 82
src/commands/CommandAnimate.cpp Vedi File

@@ -1,82 +0,0 @@
1
-/*!
2
- * \file src/commands/CommandAnimate.cpp
3
- * \brief Animate command
4
- *
5
- * \author xythobuz
6
- */
7
-
8
-#include "global.h"
9
-#include "Log.h"
10
-#include "Game.h"
11
-#include "Render.h"
12
-#include "World.h"
13
-#include "commands/CommandAnimate.h"
14
-
15
-std::string CommandAnimate::name() {
16
-    return "animate";
17
-}
18
-
19
-std::string CommandAnimate::brief() {
20
-    return "[BOOL|n|p] - Animate models";
21
-}
22
-
23
-void CommandAnimate::printHelp() {
24
-    getLog() << "animate-Command Usage:" << Log::endl;
25
-    getLog() << "  animate [n|p|BOOL]" << Log::endl;
26
-    getLog() << "Where the commands have the following meaning:" << Log::endl;
27
-    getLog() << "  BOOL to (de)activate animating all models" << Log::endl;
28
-    getLog() << "  n to step all models to their next animation" << Log::endl;
29
-    getLog() << "  p to step all models to their previous animation" << Log::endl;
30
-}
31
-
32
-int CommandAnimate::execute(std::istream& args) {
33
-    if (!getGame().isLoaded()) {
34
-        getLog() << "Use animate command interactively!" << Log::endl;
35
-        return -1;
36
-    }
37
-
38
-    if (args.peek() == 'n') {
39
-        // Step all skeletal models to their next animation
40
-        if (getRender().getFlags() & Render::fAnimateAllModels) {
41
-            for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
42
-                Entity& e = getWorld().getEntity(i);
43
-                SkeletalModel& m = e.getModel();
44
-                if (e.getAnimation() < (m.size() - 1))
45
-                    e.setAnimation(e.getAnimation() + 1);
46
-                else
47
-                    e.setAnimation(0);
48
-            }
49
-        } else {
50
-            getLog() << "Animations need to be enabled!" << Log::endl;
51
-        }
52
-    } else if (args.peek() == 'p') {
53
-        // Step all skeletal models to their previous animation
54
-        if (getRender().getFlags() & Render::fAnimateAllModels) {
55
-            for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
56
-                Entity& e = getWorld().getEntity(i);
57
-                SkeletalModel& m = e.getModel();
58
-                if (e.getAnimation() > 0)
59
-                    e.setAnimation(e.getAnimation() - 1);
60
-                else if (m.size() > 0)
61
-                    e.setAnimation(m.size() - 1);
62
-            }
63
-        } else {
64
-            getLog() << "Animations need to be enabled!" << Log::endl;
65
-        }
66
-    } else {
67
-        // Enable or disable animating all skeletal models
68
-        bool b = false;
69
-        if (!(args >> b)) {
70
-            getLog() << "Pass BOOL to animate command!" << Log::endl;
71
-            return -2;
72
-        }
73
-        if (b)
74
-            getRender().setFlags(Render::fAnimateAllModels);
75
-        else
76
-            getRender().clearFlags(Render::fAnimateAllModels);
77
-        getLog() << (b ? "Animating all models" : "No longer animating all models") << Log::endl;
78
-    }
79
-
80
-    return 0;
81
-}
82
-

+ 1
- 1
src/commands/CommandEngine.cpp Vedi File

@@ -83,7 +83,7 @@ int CommandScreenshot::execute(std::istream& args) {
83 83
 
84 84
     renderFrame();
85 85
     renderFrame(); // Double buffered
86
-    getRender().screenShot(filename.c_str());
86
+    Render::screenShot(filename.c_str());
87 87
 
88 88
     getMenu().setVisible(false);
89 89
     UI::setVisible(true);

+ 13
- 80
src/commands/CommandRender.cpp Vedi File

@@ -8,7 +8,6 @@
8 8
 #include "global.h"
9 9
 #include "Game.h"
10 10
 #include "Log.h"
11
-#include "RunTime.h"
12 11
 #include "Render.h"
13 12
 #include "commands/CommandRender.h"
14 13
 
@@ -27,8 +26,8 @@ void CommandMode::printHelp() {
27 26
     getLog() << "  wireframe" << Log::endl;
28 27
     getLog() << "  solid" << Log::endl;
29 28
     getLog() << "  texture" << Log::endl;
30
-    getLog() << "  vertexlight" << Log::endl;
31 29
     getLog() << "  titlescreen" << Log::endl;
30
+    getLog() << "  disabled" << Log::endl;
32 31
 
33 32
 }
34 33
 
@@ -41,21 +40,21 @@ int CommandMode::execute(std::istream& args) {
41 40
     std::string s;
42 41
     args >> s;
43 42
 
44
-    if (s.compare("wireframe") == 0) {
45
-        getRender().setMode(Render::modeWireframe);
43
+    if (s == "wireframe") {
44
+        Render::setMode(RenderMode::Wireframe);
46 45
         getLog() << "Wireframe mode" << Log::endl;
47
-    } else if (s.compare("solid") == 0) {
48
-        getRender().setMode(Render::modeSolid);
46
+    } else if (s == "solid") {
47
+        Render::setMode(RenderMode::Solid);
49 48
         getLog() << "Solid mode" << Log::endl;
50
-    } else if (s.compare("texture") == 0) {
51
-        getRender().setMode(Render::modeTexture);
52
-        getLog() << "Texture mode" << Log::endl;
53
-    } else if (s.compare("vertexlight") == 0) {
54
-        getRender().setMode(Render::modeVertexLight);
55
-        getLog() << "Vertexlight mode" << Log::endl;
56
-    } else if (s.compare("titlescreen") == 0) {
57
-        getRender().setMode(Render::modeLoadScreen);
49
+    } else if (s == "texture") {
50
+        Render::setMode(RenderMode::Texture);
51
+        getLog() << "Texture Mode" << Log::endl;
52
+    } else if (s == "titlescreen") {
53
+        Render::setMode(RenderMode::LoadScreen);
58 54
         getLog() << "Titlescreen mode" << Log::endl;
55
+    } else if (s == "disabled") {
56
+        Render::setMode(RenderMode::Disabled);
57
+        getLog() << "Disabled mode" << Log::endl;
59 58
     } else {
60 59
         getLog() << "Invalid use of mode command (" << s << ")!" << Log::endl;
61 60
         return -2;
@@ -64,69 +63,3 @@ int CommandMode::execute(std::istream& args) {
64 63
     return 0;
65 64
 }
66 65
 
67
-// --------------------------------------
68
-
69
-std::string CommandRenderflag::name() {
70
-    return "renderflag";
71
-}
72
-
73
-std::string CommandRenderflag::brief() {
74
-    return "STRING BOOL - Toggle Render flag";
75
-}
76
-
77
-void CommandRenderflag::printHelp() {
78
-    getLog() << "renderflag-Command Usage:" << Log::endl;
79
-    getLog() << "  renderflag STRING BOOL" << Log::endl;
80
-    getLog() << "Where STRING is one of the following:" << Log::endl;
81
-    getLog() << "  ralpha" << Log::endl;
82
-    getLog() << "  entmodel" << Log::endl;
83
-    getLog() << "  fog" << Log::endl;
84
-    getLog() << "  light" << Log::endl;
85
-    getLog() << "  ponytail" << Log::endl;
86
-}
87
-
88
-int CommandRenderflag::execute(std::istream& args) {
89
-    if (!getRunTime().isRunning()) {
90
-        getLog() << "Use renderflag-Command interactively!" << Log::endl;
91
-        return -1;
92
-    }
93
-
94
-    std::string flag;
95
-    bool b;
96
-    args >> flag >> b;
97
-    if (!args) {
98
-        getLog() << "Pass STRING and BOOL to renderflag command!" << Log::endl;
99
-        return -2;
100
-    }
101
-
102
-    int f = stringToFlag(flag);
103
-    if (f == -1) {
104
-        getLog() << "Unknown flag \"" << flag << "\"!" << Log::endl;
105
-        return -3;
106
-    }
107
-
108
-    if (b) {
109
-        getRender().setFlags((unsigned int)f);
110
-    } else {
111
-        getRender().clearFlags((unsigned int)f);
112
-    }
113
-
114
-    return 0;
115
-}
116
-
117
-int CommandRenderflag::stringToFlag(std::string flag) {
118
-    if (flag == "ralpha") {
119
-        return Render::fRoomAlpha;
120
-    } else if (flag == "entmodel") {
121
-        return Render::fEntityModels;
122
-    } else if (flag == "fog") {
123
-        return Render::fFog;
124
-    } else if (flag == "light") {
125
-        return Render::fGL_Lights;
126
-    } else if (flag == "ponytail") {
127
-        return Render::fRenderPonytail;
128
-    } else {
129
-        return -1;
130
-    }
131
-}
132
-

+ 6
- 4
src/commands/CommandSet.cpp Vedi File

@@ -5,6 +5,8 @@
5 5
  * \author xythobuz
6 6
  */
7 7
 
8
+#include "glm/glm.hpp"
9
+
8 10
 #include "global.h"
9 11
 #include "Camera.h"
10 12
 #include "Log.h"
@@ -103,14 +105,14 @@ int CommandSet::execute(std::istream& args) {
103 105
             getLog() << "set-mouse_x-Error: Invalid value" << Log::endl;
104 106
             return -6;
105 107
         }
106
-        getCamera().setSensitivityX(OR_DEG_TO_RAD(sense));
108
+        Camera::setSensitivityX(glm::radians(sense));
107 109
     } else if (var.compare("mouse_y") == 0) {
108 110
         float sense = 1.0f;
109 111
         if (!(args >> sense)) {
110 112
             getLog() << "set-mouse_y-Error: Invalid value" << Log::endl;
111 113
             return -7;
112 114
         }
113
-        getCamera().setSensitivityY(OR_DEG_TO_RAD(sense));
115
+        Camera::setSensitivityY(glm::radians(sense));
114 116
     } else if (var.compare("fps") == 0) {
115 117
         bool fps = false;
116 118
         if (!(args >> fps)) {
@@ -187,9 +189,9 @@ int CommandGet::execute(std::istream& args) {
187 189
     } else if (var.compare("volume") == 0) {
188 190
         getLog() << Sound::getVolume() << Log::endl;
189 191
     } else if (var.compare("mouse_x") == 0) {
190
-        getLog() << OR_RAD_TO_DEG(getCamera().getSensitivityX()) << Log::endl;
192
+        getLog() << glm::degrees(Camera::getSensitivityX()) << Log::endl;
191 193
     } else if (var.compare("mouse_y") == 0) {
192
-        getLog() << OR_RAD_TO_DEG(getCamera().getSensitivityY()) << Log::endl;
194
+        getLog() << glm::degrees(Camera::getSensitivityY()) << Log::endl;
193 195
     } else if (var.compare("fps") == 0) {
194 196
         getLog() << getRunTime().getShowFPS() << Log::endl;
195 197
     } else if (var.compare("basedir") == 0) {

+ 1
- 1
src/loader/Loader.cpp Vedi File

@@ -42,7 +42,7 @@ std::unique_ptr<Loader> Loader::createLoader(std::string f) {
42 42
         case TR_4:
43 43
         case TR_5:
44 44
         case TR_UNKNOWN:
45
-            return NULL;
45
+            return nullptr;
46 46
 
47 47
         case TR_2:
48 48
             return std::unique_ptr<Loader>(new LoaderTR2());

+ 38
- 27
src/loader/LoaderTR2.cpp Vedi File

@@ -7,6 +7,9 @@
7 7
 
8 8
 #include <vector>
9 9
 
10
+#include "glm/glm.hpp"
11
+#include "glm/gtc/matrix_transform.hpp"
12
+
10 13
 #include "global.h"
11 14
 #include "Game.h"
12 15
 #include "Log.h"
@@ -15,8 +18,6 @@
15 18
 #include "SoundManager.h"
16 19
 #include "TextureManager.h"
17 20
 #include "World.h"
18
-#include "math/Matrix.h"
19
-#include "math/Vec3.h"
20 21
 #include "system/Sound.h"
21 22
 #include "utils/pixel.h"
22 23
 #include "loader/LoaderTR2.h"
@@ -88,7 +89,8 @@ void LoaderTR2::loadPaletteTextiles() {
88 89
 
89 90
         // Convert 16bit textile to 32bit textile
90 91
         unsigned char* img = argb16to32(&arr[0], 256, 256);
91
-        int r = getTextureManager().loadBufferSlot(img, 256, 256, ARGB, 32,
92
+        int r = getTextureManager().loadBufferSlot(img, 256, 256,
93
+                TextureManager::ColorMode::ARGB, 32,
92 94
                 TextureManager::TextureStorage::GAME, i);
93 95
         assert(r >= 0); //! \fixme properly handle error when texture could not be loaded!
94 96
         delete [] img;
@@ -190,16 +192,16 @@ void LoaderTR2::loadRooms() {
190 192
         uint32_t dataToFollow = file.readU32();
191 193
 
192 194
         uint16_t numVertices = file.readU16();
193
-        std::vector<Vec3> vertices;
195
+        std::vector<glm::vec3> vertices;
194 196
         float bbox[2][3] = {
195 197
             { 0.0f, 0.0f, 0.0f },
196 198
             { 0.0f, 0.0f, 0.0f }
197 199
         };
198 200
         for (unsigned int v = 0; v < numVertices; v++) {
199 201
             // Vertex coordinates, relative to x/zOffset
200
-            int16_t x = file.read16();
202
+            int32_t x = file.read16() + xOffset;
201 203
             int16_t y = file.read16();
202
-            int16_t z = file.read16();
204
+            int32_t z = file.read16() + zOffset;
203 205
 
204 206
             int16_t light1 = file.read16();
205 207
 
@@ -289,9 +291,7 @@ void LoaderTR2::loadRooms() {
289 291
             // TODO store sprites somewhere
290 292
         }
291 293
 
292
-        Matrix transform;
293
-        transform.setIdentity();
294
-        transform.translate(pos);
294
+        glm::mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3(pos[0], pos[1], pos[2]));
295 295
         room->addAdjacentRoom(i); // Always set room itself as first
296 296
 
297 297
         uint16_t numPortals = file.readU16();
@@ -321,31 +321,35 @@ void LoaderTR2::loadRooms() {
321 321
             int16_t yCorner4 = file.read16();
322 322
             int16_t zCorner4 = file.read16();
323 323
 
324
-            float vertices[4][3] = {
325
-                {
324
+            glm::vec4 vertices[4] = {
325
+                glm::vec4(
326 326
                     static_cast<float>(xCorner1),
327 327
                     static_cast<float>(yCorner1),
328
-                    static_cast<float>(zCorner1)
329
-                }, {
328
+                    static_cast<float>(zCorner1),
329
+                    1.0f
330
+                ), glm::vec4(
330 331
                     static_cast<float>(xCorner2),
331 332
                     static_cast<float>(yCorner2),
332
-                    static_cast<float>(zCorner2)
333
-                }, {
333
+                    static_cast<float>(zCorner2),
334
+                    1.0f
335
+                ), glm::vec4(
334 336
                     static_cast<float>(xCorner3),
335 337
                     static_cast<float>(yCorner3),
336
-                    static_cast<float>(zCorner3)
337
-                }, {
338
+                    static_cast<float>(zCorner3),
339
+                    1.0f
340
+                ), glm::vec4(
338 341
                     static_cast<float>(xCorner4),
339 342
                     static_cast<float>(yCorner4),
340
-                    static_cast<float>(zCorner4)
341
-                }
343
+                    static_cast<float>(zCorner4),
344
+                    0.0f
345
+                )
342 346
             };
343 347
 
344 348
             // Portals have relative coordinates
345
-            transform.multiply3v(vertices[0], vertices[0]);
346
-            transform.multiply3v(vertices[1], vertices[1]);
347
-            transform.multiply3v(vertices[2], vertices[2]);
348
-            transform.multiply3v(vertices[3], vertices[3]);
349
+            vertices[0] = transform * vertices[0];
350
+            vertices[1] = transform * vertices[1];
351
+            vertices[2] = transform * vertices[2];
352
+            vertices[3] = transform * vertices[3];
349 353
 
350 354
             float normals[3] = {
351 355
                 static_cast<float>(xNormal),
@@ -353,7 +357,14 @@ void LoaderTR2::loadRooms() {
353 357
                 static_cast<float>(zNormal)
354 358
             };
355 359
 
356
-            room->addPortal(new Portal(vertices, normals, adjoiningRoom));
360
+            glm::vec3 verts[4] = {
361
+                glm::vec3(vertices[0]),
362
+                glm::vec3(vertices[1]),
363
+                glm::vec3(vertices[2]),
364
+                glm::vec3(vertices[3])
365
+            };
366
+
367
+            room->addPortal(new Portal(verts, normals, adjoiningRoom));
357 368
             room->addAdjacentRoom(adjoiningRoom);
358 369
         }
359 370
 
@@ -542,7 +553,7 @@ void LoaderTR2::loadMeshes() {
542 553
         // TODO store mesh collision info somewhere
543 554
 
544 555
         uint16_t numVertices = mem.readU16();
545
-        std::vector<Vec3> vertices;
556
+        std::vector<glm::vec3> vertices;
546 557
         for (int v = 0; v < numVertices; v++) {
547 558
             int16_t x = mem.read16();
548 559
             int16_t y = mem.read16();
@@ -564,7 +575,7 @@ void LoaderTR2::loadMeshes() {
564 575
                 int16_t y = mem.read16();
565 576
                 int16_t z = mem.read16();
566 577
 
567
-                mesh->addNormal(Vec3(x, y, z));
578
+                mesh->addNormal(glm::vec3(x, y, z));
568 579
             }
569 580
         } else if (numNormals < 0) {
570 581
             // Internal vertex lighting is used,
@@ -957,7 +968,7 @@ void LoaderTR2::loadItems() {
957 968
 
958 969
                 float rot[3] = {
959 970
                     0.0f,
960
-                    OR_DEG_TO_RAD(((angle >> 14) & 0x03) * 90.0f),
971
+                    glm::radians(((angle >> 14) & 0x03) * 90.0f),
961 972
                     0.0f
962 973
                 };
963 974
 

+ 11
- 23
src/main.cpp Vedi File

@@ -17,11 +17,9 @@
17 17
 
18 18
 #ifndef UNIT_TEST
19 19
 
20
-#include "Camera.h"
21 20
 #include "Game.h"
22 21
 #include "Log.h"
23 22
 #include "MenuFolder.h"
24
-#include "Render.h"
25 23
 #include "RunTime.h"
26 24
 #include "SoundManager.h"
27 25
 #include "TextureManager.h"
@@ -41,20 +39,14 @@
41 39
 
42 40
 static std::string configFileToUse;
43 41
 
44
-static std::shared_ptr<Camera> gCamera;
45 42
 static std::shared_ptr<Game> gGame;
46 43
 static std::shared_ptr<Log> gLog;
47 44
 static std::shared_ptr<MenuFolder> gMenu;
48
-static std::shared_ptr<Render> gRender;
49 45
 static std::shared_ptr<RunTime> gRunTime;
50 46
 static std::shared_ptr<TextureManager> gTextureManager;
51 47
 static std::shared_ptr<Window> gWindow;
52 48
 static std::shared_ptr<World> gWorld;
53 49
 
54
-Camera& getCamera() {
55
-    return *gCamera;
56
-}
57
-
58 50
 Game& getGame() {
59 51
     return *gGame;
60 52
 }
@@ -67,10 +59,6 @@ Menu& getMenu() {
67 59
     return *gMenu;
68 60
 }
69 61
 
70
-Render& getRender() {
71
-    return *gRender;
72
-}
73
-
74 62
 RunTime& getRunTime() {
75 63
     return *gRunTime;
76 64
 }
@@ -100,11 +88,9 @@ int main(int argc, char* argv[]) {
100 88
     // RunTime is required by other constructors
101 89
     gRunTime.reset(new RunTime());
102 90
 
103
-    gCamera.reset(new Camera());
104 91
     gGame.reset(new Game());
105 92
     gLog.reset(new Log());
106 93
     gMenu.reset(new MenuFolder());
107
-    gRender.reset(new Render());
108 94
     gTextureManager.reset(new TextureManager());
109 95
     gWorld.reset(new World());
110 96
 
@@ -132,10 +118,10 @@ int main(int argc, char* argv[]) {
132 118
         return -2;
133 119
     }
134 120
 
135
-    // Initialize Font
136
-    error = Font::initialize();
121
+    // Initialize Texture Manager
122
+    error = getTextureManager().initialize();
137 123
     if (error != 0) {
138
-        std::cout << "Could not initialize Font (" << error << ")!" << std::endl;
124
+        std::cout << "Could not initialize TextureManager (" << error << ")!" << std::endl;
139 125
         return -3;
140 126
     }
141 127
 
@@ -153,17 +139,16 @@ int main(int argc, char* argv[]) {
153 139
         Command::executeFile(configFileToUse);
154 140
     }
155 141
 
156
-    // Initialize Sound
157
-    error = Sound::initialize();
142
+    error = getTextureManager().initializeSplash();
158 143
     if (error != 0) {
159
-        std::cout << "Could not initialize Sound (" << error << ")!" << std::endl;
144
+        std::cout << "Coult not load Splash Texture (" << error << ")!" << std::endl;
160 145
         return -4;
161 146
     }
162 147
 
163
-    // Initialize Texture Manager
164
-    error = getTextureManager().initialize();
148
+    // Initialize Sound
149
+    error = Sound::initialize();
165 150
     if (error != 0) {
166
-        std::cout << "Could not initialize TextureManager (" << error << ")!" << std::endl;
151
+        std::cout << "Could not initialize Sound (" << error << ")!" << std::endl;
167 152
         return -5;
168 153
     }
169 154
 
@@ -201,6 +186,7 @@ int main(int argc, char* argv[]) {
201 186
     UI::shutdown();
202 187
     Font::shutdown();
203 188
     Sound::shutdown();
189
+    Window::shutdownGL();
204 190
 
205 191
 #ifdef DEBUG
206 192
     std::cout << std::endl;
@@ -219,6 +205,7 @@ void renderFrame() {
219 205
     getMenu().display();
220 206
     UI::display();
221 207
 
208
+    /*
222 209
     if (getRunTime().getShowFPS()) {
223 210
         std::ostringstream s;
224 211
         s << getRunTime().getFPS() << "FPS";
@@ -226,6 +213,7 @@ void renderFrame() {
226 213
         Font::drawText(10, getWindow().getHeight() - 25, 0.6f, BLUE, s.str());
227 214
         getWindow().glExit2D();
228 215
     }
216
+    */
229 217
 
230 218
     getWindow().swapBuffersGL();
231 219
 

+ 0
- 9
src/math/CMakeLists.txt Vedi File

@@ -1,9 +0,0 @@
1
-# Source files
2
-set (MATH_SRCS ${MATH_SRCS} "math.cpp")
3
-set (MATH_SRCS ${MATH_SRCS} "Matrix.cpp")
4
-set (MATH_SRCS ${MATH_SRCS} "Quaternion.cpp")
5
-set (MATH_SRCS ${MATH_SRCS} "Vec3.cpp")
6
-
7
-# Add library
8
-add_library (OpenRaider_math OBJECT ${MATH_SRCS})
9
-

+ 0
- 515
src/math/Matrix.cpp Vedi File

@@ -1,515 +0,0 @@
1
-/*!
2
- * \file src/math/Matrix.cpp
3
- * \brief 3D Matrix
4
- *
5
- * \author Mongoose
6
- */
7
-
8
-#include <stdio.h>
9
-#include <math.h>
10
-
11
-#include "global.h"
12
-#include "math/Matrix.h"
13
-
14
-Matrix::Matrix() {
15
-    setIdentity();
16
-}
17
-
18
-Matrix::Matrix(float m[16]) {
19
-    setMatrix(m);
20
-}
21
-
22
-Matrix::Matrix(Quaternion& q) {
23
-    float m[16];
24
-    q.getMatrix(m);
25
-    setMatrix(m);
26
-}
27
-
28
-bool Matrix::getInvert(float out[16]) {
29
-    float m[16];
30
-
31
-#ifdef COLUMN_ORDER
32
-    getMatrix(m);
33
-#else
34
-    getTransposeMatrix(m);
35
-#endif
36
-
37
-    /*
38
-     * Mongoose: This code was from a Jeff Lander tutorial which was based
39
-     * on MESA GL's InvertMatrix.
40
-     *
41
-     * NB. OpenGL Matrices are COLUMN major
42
-     */
43
-
44
-#define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; }
45
-#define MAT(m,r,c) (m)[(c)*4+(r)]
46
-
47
-    float wtmp[4][8];
48
-    float m0, m1, m2, m3, s;
49
-    float* r0, *r1, *r2, *r3;
50
-
51
-    r0 = wtmp[0];
52
-    r1 = wtmp[1];
53
-    r2 = wtmp[2];
54
-    r3 = wtmp[3];
55
-
56
-    r0[0] = MAT(m, 0, 0);
57
-    r0[1] = MAT(m, 0, 1);
58
-    r0[2] = MAT(m, 0, 2);
59
-    r0[3] = MAT(m, 0, 3);
60
-    r0[4] = 1.0f;
61
-    r0[5] = r0[6] = r0[7] = 0.0f;
62
-
63
-    r1[0] = MAT(m, 1, 0);
64
-    r1[1] = MAT(m, 1, 1);
65
-    r1[2] = MAT(m, 1, 2);
66
-    r1[3] = MAT(m, 1, 3);
67
-    r1[5] = 1.0f;
68
-    r1[4] = r1[6] = r1[7] = 0.0f;
69
-
70
-    r2[0] = MAT(m, 2, 0);
71
-    r2[1] = MAT(m, 2, 1);
72
-    r2[2] = MAT(m, 2, 2);
73
-    r2[3] = MAT(m, 2, 3);
74
-    r2[6] = 1.0f;
75
-    r2[4] = r2[5] = r2[7] = 0.0f;
76
-
77
-    r3[0] = MAT(m, 3, 0);
78
-    r3[1] = MAT(m, 3, 1);
79
-    r3[2] = MAT(m, 3, 2);
80
-    r3[3] = MAT(m, 3, 3);
81
-    r3[7] = 1.0f;
82
-    r3[4] = r3[5] = r3[6] = 0.0f;
83
-
84
-    // choose pivot or die
85
-    if (fabs(r3[0]) > fabs(r2[0]))
86
-        SWAP_ROWS(r3, r2);
87
-
88
-    if (fabs(r2[0]) > fabs(r1[0]))
89
-        SWAP_ROWS(r2, r1);
90
-
91
-    if (fabs(r1[0]) > fabs(r0[0]))
92
-        SWAP_ROWS(r1, r0);
93
-
94
-    if (0.0f == r0[0])
95
-        return false;
96
-
97
-    // eliminate first variable
98
-    m1 = r1[0] / r0[0];
99
-    m2 = r2[0] / r0[0];
100
-    m3 = r3[0] / r0[0];
101
-
102
-    s = r0[1];
103
-    r1[1] -= m1 * s;
104
-    r2[1] -= m2 * s;
105
-    r3[1] -= m3 * s;
106
-
107
-    s = r0[2];
108
-    r1[2] -= m1 * s;
109
-    r2[2] -= m2 * s;
110
-    r3[2] -= m3 * s;
111
-
112
-    s = r0[3];
113
-    r1[3] -= m1 * s;
114
-    r2[3] -= m2 * s;
115
-    r3[3] -= m3 * s;
116
-
117
-    s = r0[4];
118
-    if (s != 0.0f) {
119
-        r1[4] -= m1 * s;
120
-        r2[4] -= m2 * s;
121
-        r3[4] -= m3 * s;
122
-    }
123
-
124
-    s = r0[5];
125
-    if (s != 0.0f) {
126
-        r1[5] -= m1 * s;
127
-        r2[5] -= m2 * s;
128
-        r3[5] -= m3 * s;
129
-    }
130
-
131
-    s = r0[6];
132
-    if (s != 0.0f) {
133
-        r1[6] -= m1 * s;
134
-        r2[6] -= m2 * s;
135
-        r3[6] -= m3 * s;
136
-    }
137
-
138
-    s = r0[7];
139
-    if (s != 0.0f) {
140
-        r1[7] -= m1 * s;
141
-        r2[7] -= m2 * s;
142
-        r3[7] -= m3 * s;
143
-    }
144
-
145
-    // choose pivot or die
146
-    if (fabs(r3[1]) > fabs(r2[1]))
147
-        SWAP_ROWS(r3, r2);
148
-
149
-    if (fabs(r2[1]) > fabs(r1[1]))
150
-        SWAP_ROWS(r2, r1);
151
-
152
-    if (0.0f == r1[1])
153
-        return false;
154
-
155
-    // eliminate second variable
156
-    m2 = r2[1] / r1[1];
157
-    m3 = r3[1] / r1[1];
158
-    r2[2] -= m2 * r1[2];
159
-    r3[2] -= m3 * r1[2];
160
-    r2[3] -= m2 * r1[3];
161
-    r3[3] -= m3 * r1[3];
162
-
163
-    s = r1[4];
164
-    if (0.0f != s) {
165
-        r2[4] -= m2 * s;
166
-        r3[4] -= m3 * s;
167
-    }
168
-
169
-    s = r1[5];
170
-    if (0.0f != s) {
171
-        r2[5] -= m2 * s;
172
-        r3[5] -= m3 * s;
173
-    }
174
-
175
-    s = r1[6];
176
-    if (0.0f != s) {
177
-        r2[6] -= m2 * s;
178
-        r3[6] -= m3 * s;
179
-    }
180
-
181
-    s = r1[7];
182
-    if (0.0f != s) {
183
-        r2[7] -= m2 * s;
184
-        r3[7] -= m3 * s;
185
-    }
186
-
187
-    // choose pivot or die
188
-    if (fabs(r3[2]) > fabs(r2[2])) SWAP_ROWS(r3, r2);
189
-    if (0.0f == r2[2])  return false;
190
-
191
-    // eliminate third variable
192
-    m3 = r3[2] / r2[2];
193
-    r3[3] -= m3 * r2[3];
194
-    r3[4] -= m3 * r2[4];
195
-    r3[5] -= m3 * r2[5];
196
-    r3[6] -= m3 * r2[6];
197
-    r3[7] -= m3 * r2[7];
198
-
199
-    // last check
200
-    if (0.0f == r3[3])
201
-        return false;
202
-
203
-    s = 1.0f / r3[3]; // now back substitute row 3
204
-    r3[4] *= s;
205
-    r3[5] *= s;
206
-    r3[6] *= s;
207
-    r3[7] *= s;
208
-
209
-    m2 = r2[3]; // now back substitute row 2
210
-    s = 1.0f / r2[2];
211
-    r2[4] = s * (r2[4] - r3[4] * m2);
212
-    r2[5] = s * (r2[5] - r3[5] * m2);
213
-    r2[6] = s * (r2[6] - r3[6] * m2);
214
-    r2[7] = s * (r2[7] - r3[7] * m2);
215
-
216
-    m1 = r1[3];
217
-    r1[4] -= r3[4] * m1;
218
-    r1[5] -= r3[5] * m1;
219
-    r1[6] -= r3[6] * m1;
220
-    r1[7] -= r3[7] * m1;
221
-
222
-    m0 = r0[3];
223
-    r0[4] -= r3[4] * m0;
224
-    r0[5] -= r3[5] * m0;
225
-    r0[6] -= r3[6] * m0;
226
-    r0[7] -= r3[7] * m0;
227
-
228
-    m1 = r1[2]; // now back substitute row 1
229
-    s = 1.0f / r1[1];
230
-    r1[4] = s * (r1[4] - r2[4] * m1);
231
-    r1[5] = s * (r1[5] - r2[5] * m1);
232
-    r1[6] = s * (r1[6] - r2[6] * m1);
233
-    r1[7] = s * (r1[7] - r2[7] * m1);
234
-
235
-    m0 = r0[2];
236
-    r0[4] -= r2[4] * m0;
237
-    r0[5] -= r2[5] * m0;
238
-    r0[6] -= r2[6] * m0;
239
-    r0[7] -= r2[7] * m0;
240
-
241
-    m0 = r0[1]; // now back substitute row 0
242
-    s = 1.0f / r0[0];
243
-    r0[4] = s * (r0[4] - r1[4] * m0);
244
-    r0[5] = s * (r0[5] - r1[5] * m0);
245
-    r0[6] = s * (r0[6] - r1[6] * m0);
246
-    r0[7] = s * (r0[7] - r1[7] * m0);
247
-
248
-    MAT(out, 0, 0) = r0[4];
249
-    MAT(out, 0, 1) = r0[5];
250
-    MAT(out, 0, 2) = r0[6];
251
-    MAT(out, 0, 3) = r0[7];
252
-    MAT(out, 1, 0) = r1[4];
253
-    MAT(out, 1, 1) = r1[5];
254
-    MAT(out, 1, 2) = r1[6];
255
-    MAT(out, 1, 3) = r1[7];
256
-    MAT(out, 2, 0) = r2[4];
257
-    MAT(out, 2, 1) = r2[5];
258
-    MAT(out, 2, 2) = r2[6];
259
-    MAT(out, 2, 3) = r2[7];
260
-    MAT(out, 3, 0) = r3[4];
261
-    MAT(out, 3, 1) = r3[5];
262
-    MAT(out, 3, 2) = r3[6];
263
-    MAT(out, 3, 3) = r3[7];
264
-
265
-    return true;
266
-}
267
-
268
-void Matrix::getMatrix(float mat[16]) {
269
-    copy(mMatrix, mat);
270
-}
271
-
272
-void Matrix::getTransposeMatrix(float m[16]) {
273
-    m[ 0] = mMatrix[0]; m[ 1] = mMatrix[4]; m[ 2] = mMatrix[ 8]; m[ 3] = mMatrix[12];
274
-    m[ 4] = mMatrix[1]; m[ 5] = mMatrix[5]; m[ 6] = mMatrix[ 9]; m[ 7] = mMatrix[13];
275
-    m[ 8] = mMatrix[2]; m[ 9] = mMatrix[6]; m[10] = mMatrix[10]; m[11] = mMatrix[14];
276
-    m[12] = mMatrix[3]; m[13] = mMatrix[7]; m[14] = mMatrix[11]; m[15] = mMatrix[15];
277
-}
278
-
279
-Matrix Matrix::multiply(const Matrix& a, const Matrix& b) {
280
-    Matrix c;
281
-    multiply(a.mMatrix, b.mMatrix, c.mMatrix);
282
-    return c;
283
-}
284
-
285
-Matrix Matrix::operator *(const Matrix& a) {
286
-    return multiply(a, *this);
287
-}
288
-
289
-Vec3 Matrix::operator *(Vec3 v) {
290
-    float x = v.x, y = v.y, z = v.z;
291
-
292
-#ifdef COLUMN_ORDER
293
-    return Vec3(mMatrix[0] * x + mMatrix[4] * y + mMatrix[ 8] * z + mMatrix[12],
294
-                mMatrix[1] * x + mMatrix[5] * y + mMatrix[ 9] * z + mMatrix[13],
295
-                mMatrix[2] * x + mMatrix[6] * y + mMatrix[10] * z + mMatrix[14]);
296
-#else
297
-    return Vec3(mMatrix[0] * x + mMatrix[1] * y + mMatrix[ 2] * z + mMatrix[ 3],
298
-                mMatrix[4] * x + mMatrix[5] * y + mMatrix[ 6] * z + mMatrix[ 7],
299
-                mMatrix[8] * x + mMatrix[9] * y + mMatrix[10] * z + mMatrix[11]);
300
-#endif
301
-}
302
-
303
-void Matrix::multiply3v(float v[3], float result[3]) {
304
-    float x = v[0], y = v[1], z = v[2];
305
-
306
-    result[0] = mMatrix[0] * x + mMatrix[1] * y + mMatrix[ 2] * z + mMatrix[ 3];
307
-    result[1] = mMatrix[4] * x + mMatrix[5] * y + mMatrix[ 6] * z + mMatrix[ 7];
308
-    result[2] = mMatrix[8] * x + mMatrix[9] * y + mMatrix[10] * z + mMatrix[11];
309
-}
310
-
311
-void Matrix::multiply4v(float v[4], float result[4]) {
312
-    float x = v[0], y = v[1], z = v[2], w = v[3];
313
-
314
-    result[0] = mMatrix[ 0] * x + mMatrix[ 1] * y + mMatrix[ 2] * z + mMatrix[ 3] * w;
315
-    result[1] = mMatrix[ 4] * x + mMatrix[ 5] * y + mMatrix[ 6] * z + mMatrix[ 7] * w;
316
-    result[2] = mMatrix[ 8] * x + mMatrix[ 9] * y + mMatrix[10] * z + mMatrix[11] * w;
317
-    result[3] = mMatrix[12] * x + mMatrix[13] * y + mMatrix[14] * z + mMatrix[15] * w;
318
-}
319
-
320
-void Matrix::print() {
321
-    printf("{\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n}\n",
322
-#ifdef COLUMN_ORDER
323
-           mMatrix[0], mMatrix[4], mMatrix[ 8], mMatrix[12],
324
-           mMatrix[1], mMatrix[5], mMatrix[ 9], mMatrix[13],
325
-           mMatrix[2], mMatrix[6], mMatrix[10], mMatrix[14],
326
-           mMatrix[3], mMatrix[7], mMatrix[11], mMatrix[15]);
327
-#else
328
-           mMatrix[ 0], mMatrix[ 1], mMatrix[ 2], mMatrix[ 3],
329
-           mMatrix[ 4], mMatrix[ 5], mMatrix[ 6], mMatrix[ 7],
330
-           mMatrix[ 8], mMatrix[ 9], mMatrix[10], mMatrix[11],
331
-           mMatrix[12], mMatrix[13], mMatrix[14], mMatrix[15]);
332
-#endif
333
-}
334
-
335
-bool Matrix::isIdentity() {
336
-    if (equalEpsilon(mMatrix[ 0], 1.0) && equalEpsilon(mMatrix[ 1], 0.0)
337
-        && equalEpsilon(mMatrix[ 2], 0.0) &&
338
-        equalEpsilon(mMatrix[ 3], 0.0) && equalEpsilon(mMatrix[ 4], 0.0) && equalEpsilon(mMatrix[ 5], 1.0)
339
-        &&
340
-        equalEpsilon(mMatrix[ 6], 0.0) && equalEpsilon(mMatrix[ 7], 0.0) && equalEpsilon(mMatrix[ 8], 0.0)
341
-        &&
342
-        equalEpsilon(mMatrix[ 9], 0.0) && equalEpsilon(mMatrix[10], 1.0) && equalEpsilon(mMatrix[11], 0.0)
343
-        &&
344
-        equalEpsilon(mMatrix[12], 0.0) && equalEpsilon(mMatrix[13], 0.0) && equalEpsilon(mMatrix[14], 0.0)
345
-        &&
346
-        equalEpsilon(mMatrix[15], 1.0))
347
-        return true;
348
-
349
-    return false;
350
-}
351
-
352
-void Matrix::setMatrix(float mat[16]) {
353
-    copy(mat, mMatrix);
354
-}
355
-
356
-void Matrix::setIdentity() {
357
-    mMatrix[ 0] = 1; mMatrix[ 1] = 0; mMatrix[ 2] = 0; mMatrix[ 3] = 0;
358
-    mMatrix[ 4] = 0; mMatrix[ 5] = 1; mMatrix[ 6] = 0; mMatrix[ 7] = 0;
359
-    mMatrix[ 8] = 0; mMatrix[ 9] = 0; mMatrix[10] = 1; mMatrix[11] = 0;
360
-    mMatrix[12] = 0; mMatrix[13] = 0; mMatrix[14] = 0; mMatrix[15] = 1;
361
-}
362
-
363
-void Matrix::scale(const float* xyz) {
364
-    scale(xyz[0], xyz[1], xyz[2]);
365
-}
366
-
367
-void Matrix::scale(float sx, float sy, float sz) {
368
-    float smatrix[16];
369
-    float tmp[16];
370
-
371
-    smatrix[ 0] = sx; smatrix[ 1] = 0;  smatrix[ 2] = 0;  smatrix[ 3] = 0;
372
-    smatrix[ 4] = 0;  smatrix[ 5] = sy; smatrix[ 6] = 0;  smatrix[ 7] = 0;
373
-    smatrix[ 8] = 0;  smatrix[ 9] = 0;  smatrix[10] = sz; smatrix[11] = 0;
374
-    smatrix[12] = 0;  smatrix[13] = 0;  smatrix[14] = 0;  smatrix[15] = 1;
375
-
376
-    copy(mMatrix, tmp);
377
-    multiply(tmp, smatrix, mMatrix);
378
-}
379
-
380
-void Matrix::rotate(const float* xyz) {
381
-    rotate(xyz[0], xyz[1], xyz[2]);
382
-}
383
-
384
-void Matrix::rotate(float ax, float ay, float az) {
385
-    float xmat[16], ymat[16], zmat[16], tmp[16], tmp2[16];
386
-
387
-    xmat[ 0] = 1;         xmat[ 1] = 0;         xmat[ 2] = 0;         xmat[ 3] = 0;
388
-    xmat[ 4] = 0;         xmat[ 5] = cosf(ax);  xmat[ 6] = sinf(ax);  xmat[ 7] = 0;
389
-    xmat[ 8] = 0;         xmat[ 9] = -sinf(ax); xmat[10] = cosf(ax);  xmat[11] = 0;
390
-    xmat[12] = 0;         xmat[13] = 0;         xmat[14] = 0;         xmat[15] = 1;
391
-
392
-    ymat[ 0] = cosf(ay);  ymat[ 1] = 0;         ymat[ 2] = -sinf(ay); ymat[ 3] = 0;
393
-    ymat[ 4] = 0;         ymat[ 5] = 1;         ymat[ 6] = 0;         ymat[ 7] = 0;
394
-    ymat[ 8] = sinf(ay);  ymat[ 9] = 0;         ymat[10] = cosf(ay);  ymat[11] = 0;
395
-    ymat[12] = 0;         ymat[13] = 0;         ymat[14] = 0;         ymat[15] = 1;
396
-
397
-    zmat[ 0] = cosf(az);  zmat[ 1] = sinf(az);  zmat[ 2] = 0;         zmat[ 3] = 0;
398
-    zmat[ 4] = -sinf(az); zmat[ 5] = cosf(az);  zmat[ 6] = 0;         zmat[ 7] = 0;
399
-    zmat[ 8] = 0;         zmat[ 9] = 0;         zmat[10] = 1;         zmat[11] = 0;
400
-    zmat[12] = 0;         zmat[13] = 0;         zmat[14] = 0;         zmat[15] = 1;
401
-
402
-    multiply(mMatrix, ymat, tmp);
403
-    multiply(tmp, xmat, tmp2);
404
-    multiply(tmp2, zmat, mMatrix);
405
-}
406
-
407
-void Matrix::translate(const float* xyz) {
408
-    translate(xyz[0], xyz[1], xyz[2]);
409
-}
410
-
411
-void Matrix::translate(float tx, float ty, float tz) {
412
-    float tmat[16], tmp[16];
413
-
414
-    tmat[ 0] = 1;  tmat[ 1] = 0;  tmat[ 2] = 0;  tmat[ 3] = 0;
415
-    tmat[ 4] = 0;  tmat[ 5] = 1;  tmat[ 6] = 0;  tmat[ 7] = 0;
416
-    tmat[ 8] = 0;  tmat[ 9] = 0;  tmat[10] = 1;  tmat[11] = 0;
417
-    tmat[12] = tx; tmat[13] = ty; tmat[14] = tz; tmat[15] = 1;
418
-
419
-    copy(mMatrix, tmp);
420
-    multiply(tmp, tmat, mMatrix);
421
-}
422
-
423
-void Matrix::copy(float source[16], float dest[16]) {
424
-    for (int i = 0; i < 16; i++)
425
-        dest[i] = source[i];
426
-}
427
-
428
-void Matrix::multiply(const float a[16], const float b[16], float result[16]) {
429
-    /* Generated code for matrix mult
430
-     * Code used:
431
-
432
-    // char order is argument
433
-    int i, j, k;
434
-    if (order == 'r') {
435
-        printf("// Row order\n");
436
-    } else {
437
-        printf("// Column order\n");
438
-    }
439
-    for (i = 0; i < 4; ++i) {
440
-        for (j = 0; j < 4; ++j) {
441
-            if (order == 'r') {
442
-                printf("result[%2i] = ", j+i*4);
443
-            } else {
444
-                printf("result[%2i] = ", j+i*4);
445
-            }
446
-            for (k = 0; k < 4; ++k) {
447
-                if (order == 'r') {
448
-                    printf("a[%2i] * b[%2i]%s",
449
-                    k+i*4, j+k*4, (k == 3) ? ";\n" : " + ");
450
-                } else {
451
-                    printf("a[%2i] * b[%2i]%s",
452
-                    i+k*4, k+j*4, (k == 3) ? ";\n" : " + ");
453
-                }
454
-                //sum+=(elements[i+k*4]*m.elements[k+j*4]);
455
-            }
456
-            //result.elements[i+j*4]=sum;
457
-        }
458
-        printf("\n");
459
-    }
460
-    printf("\n");
461
-    printf("// Transpose\n");
462
-    for(i = 0; i < 4; ++i) {
463
-        for (j = 0; j < 4; ++j) {
464
-            printf("a[%2i] = b[%2i]%s",
465
-            j+i*4, i+j*4, (j == 3) ? ";\n" : "; ");
466
-        }
467
-    }
468
-
469
-     * was in test/Matrix.cpp
470
-     */
471
-#ifdef COLUMN_ORDER
472
-    /* Column order */
473
-    result[ 0] = a[ 0] * b[ 0] + a[ 4] * b[ 1] + a[ 8] * b[ 2] + a[12] * b[ 3];
474
-    result[ 1] = a[ 0] * b[ 4] + a[ 4] * b[ 5] + a[ 8] * b[ 6] + a[12] * b[ 7];
475
-    result[ 2] = a[ 0] * b[ 8] + a[ 4] * b[ 9] + a[ 8] * b[10] + a[12] * b[11];
476
-    result[ 3] = a[ 0] * b[12] + a[ 4] * b[13] + a[ 8] * b[14] + a[12] * b[15];
477
-
478
-    result[ 4] = a[ 1] * b[ 0] + a[ 5] * b[ 1] + a[ 9] * b[ 2] + a[13] * b[ 3];
479
-    result[ 5] = a[ 1] * b[ 4] + a[ 5] * b[ 5] + a[ 9] * b[ 6] + a[13] * b[ 7];
480
-    result[ 6] = a[ 1] * b[ 8] + a[ 5] * b[ 9] + a[ 9] * b[10] + a[13] * b[11];
481
-    result[ 7] = a[ 1] * b[12] + a[ 5] * b[13] + a[ 9] * b[14] + a[13] * b[15];
482
-
483
-    result[ 8] = a[ 2] * b[ 0] + a[ 6] * b[ 1] + a[10] * b[ 2] + a[14] * b[ 3];
484
-    result[ 9] = a[ 2] * b[ 4] + a[ 6] * b[ 5] + a[10] * b[ 6] + a[14] * b[ 7];
485
-    result[10] = a[ 2] * b[ 8] + a[ 6] * b[ 9] + a[10] * b[10] + a[14] * b[11];
486
-    result[11] = a[ 2] * b[12] + a[ 6] * b[13] + a[10] * b[14] + a[14] * b[15];
487
-
488
-    result[12] = a[ 3] * b[ 0] + a[ 7] * b[ 1] + a[11] * b[ 2] + a[15] * b[ 3];
489
-    result[13] = a[ 3] * b[ 4] + a[ 7] * b[ 5] + a[11] * b[ 6] + a[15] * b[ 7];
490
-    result[14] = a[ 3] * b[ 8] + a[ 7] * b[ 9] + a[11] * b[10] + a[15] * b[11];
491
-    result[15] = a[ 3] * b[12] + a[ 7] * b[13] + a[11] * b[14] + a[15] * b[15];
492
-#else
493
-    /* Row order */
494
-    result[ 0] = a[ 0] * b[ 0] + a[ 1] * b[ 4] + a[ 2] * b[ 8] + a[ 3] * b[12];
495
-    result[ 1] = a[ 0] * b[ 1] + a[ 1] * b[ 5] + a[ 2] * b[ 9] + a[ 3] * b[13];
496
-    result[ 2] = a[ 0] * b[ 2] + a[ 1] * b[ 6] + a[ 2] * b[10] + a[ 3] * b[14];
497
-    result[ 3] = a[ 0] * b[ 3] + a[ 1] * b[ 7] + a[ 2] * b[11] + a[ 3] * b[15];
498
-
499
-    result[ 4] = a[ 4] * b[ 0] + a[ 5] * b[ 4] + a[ 6] * b[ 8] + a[ 7] * b[12];
500
-    result[ 5] = a[ 4] * b[ 1] + a[ 5] * b[ 5] + a[ 6] * b[ 9] + a[ 7] * b[13];
501
-    result[ 6] = a[ 4] * b[ 2] + a[ 5] * b[ 6] + a[ 6] * b[10] + a[ 7] * b[14];
502
-    result[ 7] = a[ 4] * b[ 3] + a[ 5] * b[ 7] + a[ 6] * b[11] + a[ 7] * b[15];
503
-
504
-    result[ 8] = a[ 8] * b[ 0] + a[ 9] * b[ 4] + a[10] * b[ 8] + a[11] * b[12];
505
-    result[ 9] = a[ 8] * b[ 1] + a[ 9] * b[ 5] + a[10] * b[ 9] + a[11] * b[13];
506
-    result[10] = a[ 8] * b[ 2] + a[ 9] * b[ 6] + a[10] * b[10] + a[11] * b[14];
507
-    result[11] = a[ 8] * b[ 3] + a[ 9] * b[ 7] + a[10] * b[11] + a[11] * b[15];
508
-
509
-    result[12] = a[12] * b[ 0] + a[13] * b[ 4] + a[14] * b[ 8] + a[15] * b[12];
510
-    result[13] = a[12] * b[ 1] + a[13] * b[ 5] + a[14] * b[ 9] + a[15] * b[13];
511
-    result[14] = a[12] * b[ 2] + a[13] * b[ 6] + a[14] * b[10] + a[15] * b[14];
512
-    result[15] = a[12] * b[ 3] + a[13] * b[ 7] + a[14] * b[11] + a[15] * b[15];
513
-#endif
514
-}
515
-

+ 0
- 290
src/math/Quaternion.cpp Vedi File

@@ -1,290 +0,0 @@
1
-/*!
2
- * \file src/math/Quaternion.cpp
3
- * \brief Quaternion
4
- *
5
- * \author Mongoose
6
- */
7
-
8
-#include <math.h>
9
-
10
-#include "global.h"
11
-#include "math/Quaternion.h"
12
-
13
-Quaternion::Quaternion() {
14
-    mW = 0;
15
-    mX = 0;
16
-    mY = 0;
17
-    mZ = 0;
18
-}
19
-
20
-Quaternion::Quaternion(float w, float x, float y, float z) {
21
-    mW = w;
22
-    mX = x;
23
-    mY = y;
24
-    mZ = z;
25
-}
26
-
27
-Quaternion::Quaternion(float v[4]) {
28
-    mW = v[0];
29
-    mX = v[1];
30
-    mY = v[2];
31
-    mZ = v[3];
32
-}
33
-
34
-void Quaternion::getMatrix(float m[16]) {
35
-    m[ 0] = 1.0f - 2.0f * (mY * mY + mZ * mZ);
36
-    m[ 1] = 2.0f * (mX * mY - mW * mZ);
37
-    m[ 2] = 2.0f * (mX * mZ + mW * mY);
38
-    m[ 3] = 0.0f;
39
-
40
-    m[ 4] = 2.0f * (mX * mY + mW * mZ);
41
-    m[ 5] = 1.0f - 2.0f * (mX * mX + mZ * mZ);
42
-    m[ 6] = 2.0f * (mY * mZ - mW * mX);
43
-    m[ 7] = 0.0f;
44
-
45
-    m[ 8] = 2.0f * (mX * mZ - mW * mY);
46
-    m[ 9] = 2.0f * (mY * mZ + mW * mX);
47
-    m[10] = 1.0f - 2.0f * (mX * mX + mY * mY);
48
-    m[11] = 0.0f;
49
-
50
-    m[12] = 0.0f;
51
-    m[13] = 0.0f;
52
-    m[14] = 0.0f;
53
-    m[15] = 1.0f;
54
-}
55
-
56
-Quaternion Quaternion::operator *(const Quaternion& q) {
57
-    return multiply(*this, q);
58
-}
59
-
60
-Quaternion Quaternion::operator /(const Quaternion& q) {
61
-    return divide(*this, q);
62
-}
63
-
64
-Quaternion Quaternion::operator +(const Quaternion& q) {
65
-    return add(*this, q);
66
-}
67
-
68
-Quaternion Quaternion::operator -(const Quaternion& q) {
69
-    return subtract(*this, q);
70
-}
71
-
72
-bool Quaternion::operator ==(const Quaternion& q) {
73
-    //return (mX == q.mX && mY == q.mY && mZ == q.mZ && mW == q.mW);
74
-    return (equalEpsilon(mX, q.mX) && equalEpsilon(mY, q.mY) &&
75
-            equalEpsilon(mZ, q.mZ) && equalEpsilon(mW, q.mW));
76
-}
77
-
78
-Quaternion Quaternion::conjugate() {
79
-    return Quaternion(mW, -mX, -mY, -mZ);
80
-}
81
-
82
-Quaternion Quaternion::scale(float s) {
83
-    return Quaternion(mW * s, mX * s, mY * s, mZ * s);
84
-}
85
-
86
-Quaternion Quaternion::inverse() {
87
-    return conjugate().scale(1 / magnitude());
88
-}
89
-
90
-float Quaternion::dot(Quaternion a, Quaternion b) {
91
-    return ((a.mW * b.mW) + (a.mX * b.mX) + (a.mY * b.mY) + (a.mZ * b.mZ));
92
-}
93
-
94
-float Quaternion::magnitude() {
95
-    return sqrtf(dot(*this, *this));
96
-}
97
-
98
-void Quaternion::setIdentity() {
99
-    mW = 1.0;
100
-    mX = 0.0;
101
-    mY = 0.0;
102
-    mZ = 0.0;
103
-}
104
-
105
-void Quaternion::set(float angle, float x, float y, float z) {
106
-    float temp, dist;
107
-
108
-    // Normalize
109
-    temp = x * x + y * y + z * z;
110
-
111
-    dist = 1.0f / sqrtf(temp);
112
-
113
-    x *= dist;
114
-    y *= dist;
115
-    z *= dist;
116
-
117
-    mX = x;
118
-    mY = y;
119
-    mZ = z;
120
-
121
-    mW = cosf(angle / 2.0f);
122
-}
123
-
124
-void Quaternion::normalize() {
125
-    float dist, square;
126
-
127
-    square = mX * mX + mY * mY + mZ * mZ + mW * mW;
128
-
129
-    if (square > 0.0) {
130
-        dist = 1.0f / sqrtf(square);
131
-    } else {
132
-        dist = 1;
133
-    }
134
-
135
-    mX *= dist;
136
-    mY *= dist;
137
-    mZ *= dist;
138
-    mW *= dist;
139
-}
140
-
141
-void Quaternion::copy(Quaternion q) {
142
-    mW = q.mW;
143
-    mX = q.mX;
144
-    mY = q.mY;
145
-    mZ = q.mZ;
146
-}
147
-
148
-Quaternion Quaternion::slerp(Quaternion a, Quaternion b, float time) {
149
-    /*******************************************************************
150
-     * Spherical Linear Interpolation algorthim
151
-     *-----------------------------------------------------------------
152
-     *
153
-     * Interpolate between A and B rotations ( Find qI )
154
-     *
155
-     * qI = (((qB . qA)^ -1)^ Time) qA
156
-     *
157
-     * http://www.magic-software.com/Documentation/quat.pdf
158
-     *
159
-     * Thanks to digiben for algorithms and basis of the notes in
160
-     * this func
161
-     *
162
-     *******************************************************************/
163
-
164
-    float result, scaleA, scaleB;
165
-    Quaternion i;
166
-
167
-
168
-    // Don't bother if it's the same rotation, it's the same as the result
169
-    if (a == b)
170
-        return a;
171
-
172
-    // A . B
173
-    result = dot(a, b);
174
-
175
-    // If the dot product is less than 0, the angle is greater than 90 degrees
176
-    if (result < 0.0f) {
177
-        // Negate quaternion B and the result of the dot product
178
-        b = Quaternion(-b.mW, -b.mX, -b.mY, -b.mZ);
179
-        result = -result;
180
-    }
181
-
182
-    // Set the first and second scale for the interpolation
183
-    scaleA = 1 - time;
184
-    scaleB = time;
185
-
186
-    // Next, we want to actually calculate the spherical interpolation.  Since this
187
-    // calculation is quite computationally expensive, we want to only perform it
188
-    // if the angle between the 2 quaternions is large enough to warrant it.  If the
189
-    // angle is fairly small, we can actually just do a simpler linear interpolation
190
-    // of the 2 quaternions, and skip all the complex math.  We create a "delta" value
191
-    // of 0.1 to say that if the cosine of the angle (result of the dot product) between
192
-    // the 2 quaternions is smaller than 0.1, then we do NOT want to perform the full on
193
-    // interpolation using.  This is because you won't really notice the difference.
194
-
195
-    // Check if the angle between the 2 quaternions was big enough
196
-    // to warrant such calculations
197
-    if (1 - result > 0.1f) {
198
-        // Get the angle between the 2 quaternions, and then
199
-        // store the sin() of that angle
200
-        float theta = (float)acos(result);
201
-        float sinTheta = (float)sin(theta);
202
-
203
-        // Calculate the scale for qA and qB, according to
204
-        // the angle and it's sine value
205
-        scaleA = (float)sin((1 - time) * theta) / sinTheta;
206
-        scaleB = (float)sin((time * theta)) / sinTheta;
207
-    }
208
-
209
-    // Calculate the x, y, z and w values for the quaternion by using a special
210
-    // form of linear interpolation for quaternions.
211
-    return (a.scale(scaleA) + b.scale(scaleB));
212
-}
213
-
214
-void Quaternion::setByMatrix(float matrix[16]) {
215
-    float diagonal = matrix[0] + matrix[5] + matrix[10] + 1.0f;
216
-    float scale = 0.0f;
217
-    float w = 0.0f, x = 0.0f, y = 0.0f, z = 0.0f;
218
-
219
-    if (diagonal > 0.00000001) {
220
-        // Calculate the scale of the diagonal
221
-        scale = (float)(sqrt(diagonal) * 2);
222
-
223
-        w = 0.25f * scale;
224
-        x = (matrix[9] - matrix[6]) / scale;
225
-        y = (matrix[2] - matrix[8]) / scale;
226
-        z = (matrix[4] - matrix[1]) / scale;
227
-    } else {
228
-        // If the first element of the diagonal is the greatest value
229
-        if (matrix[0] > matrix[5] && matrix[0] > matrix[10]) {
230
-            // Find the scale according to the first element, and double it
231
-            scale = (float)sqrt(1.0f + matrix[0] - matrix[5] - matrix[10]) * 2.0f;
232
-
233
-            // Calculate the quaternion
234
-            w = (matrix[9] - matrix[6]) / scale;
235
-            x = 0.25f * scale;
236
-            y = (matrix[4] + matrix[1]) / scale;
237
-            z = (matrix[2] + matrix[8]) / scale;
238
-        } else if (matrix[5] > matrix[10]) {
239
-            // The second element of the diagonal is the greatest value
240
-            // Find the scale according to the second element, and double it
241
-            scale = (float)sqrt(1.0f + matrix[5] - matrix[0] - matrix[10]) * 2.0f;
242
-
243
-            // Calculate the quaternion
244
-            w = (matrix[2] - matrix[8]) / scale;
245
-            x = (matrix[4] + matrix[1]) / scale;
246
-            y = 0.25f * scale;
247
-            z = (matrix[9] + matrix[6]) / scale;
248
-        } else { // The third element of the diagonal is the greatest value
249
-            // Find the scale according to the third element, and double it
250
-            scale = (float)sqrt(1.0f + matrix[10] - matrix[0] - matrix[5]) * 2.0f;
251
-
252
-            // Calculate the quaternion
253
-            w = (matrix[4] - matrix[1]) / scale;
254
-            x = (matrix[2] + matrix[8]) / scale;
255
-            y = (matrix[9] + matrix[6]) / scale;
256
-            z = 0.25f * scale;
257
-        }
258
-    }
259
-
260
-    mW = w;
261
-    mX = x;
262
-    mY = y;
263
-    mZ = z;
264
-}
265
-
266
-Quaternion Quaternion::multiply(Quaternion a, Quaternion b) {
267
-    return Quaternion(a.mW * b.mW - a.mX * b.mX - a.mY * b.mY - a.mZ * b.mZ,
268
-                      a.mW * b.mX + a.mX * b.mW + a.mY * b.mZ - a.mZ * b.mY,
269
-                      a.mW * b.mY + a.mY * b.mW + a.mZ * b.mX - a.mX * b.mZ,
270
-                      a.mW * b.mZ + a.mZ * b.mW + a.mX * b.mY - a.mY * b.mX);
271
-}
272
-
273
-Quaternion Quaternion::divide(Quaternion a, Quaternion b) {
274
-    return (a * (b.inverse()));
275
-}
276
-
277
-Quaternion Quaternion::add(Quaternion a, Quaternion b) {
278
-    return Quaternion(a.mW + b.mW,
279
-                      a.mX + b.mX,
280
-                      a.mY + b.mY,
281
-                      a.mZ + b.mZ);
282
-}
283
-
284
-Quaternion Quaternion::subtract(Quaternion a, Quaternion b) {
285
-    return Quaternion(a.mW - b.mW,
286
-                      a.mX - b.mX,
287
-                      a.mY - b.mY,
288
-                      a.mZ - b.mZ);
289
-}
290
-

+ 0
- 118
src/math/Vec3.cpp Vedi File

@@ -1,118 +0,0 @@
1
-/*!
2
- * \file src/math/Vec3.cpp
3
- * \brief 3D Math vector
4
- *
5
- * \author Mongoose
6
- */
7
-
8
-#include <math.h>
9
-
10
-#include "global.h"
11
-#include "math/Vec3.h"
12
-
13
-Vec3::Vec3(float _x, float _y, float _z) {
14
-    x = _x;
15
-    y = _y;
16
-    z = _z;
17
-}
18
-
19
-Vec3::Vec3(float v[3]) {
20
-    assert(v != nullptr);
21
-    x = v[0];
22
-    y = v[1];
23
-    z = v[2];
24
-}
25
-
26
-float Vec3::magnitude() {
27
-    return sqrtf(x * x + y * y + z * z);
28
-}
29
-
30
-void Vec3::normalize() {
31
-    float norm = magnitude();
32
-    x /= norm;
33
-    y /= norm;
34
-    z /= norm;
35
-}
36
-
37
-Vec3 Vec3::unit() {
38
-    float norm = magnitude();
39
-    return Vec3(x / norm,
40
-                y / norm,
41
-                z / norm);
42
-}
43
-
44
-Vec3 Vec3::operator +(const Vec3& v) {
45
-    return Vec3(x + v.x,
46
-                y + v.y,
47
-                z + v.z);
48
-}
49
-
50
-Vec3 Vec3::operator -(const Vec3& v) {
51
-    return Vec3(x - v.x,
52
-                y - v.y,
53
-                z - v.z);
54
-}
55
-
56
-Vec3 Vec3::operator -() {
57
-    return Vec3(-x,
58
-                -y,
59
-                -z);
60
-}
61
-
62
-Vec3 Vec3::operator *(float s) {
63
-    return Vec3(s * x,
64
-                s * y,
65
-                s * z);
66
-}
67
-
68
-Vec3 Vec3::operator /(float s) {
69
-    return Vec3(x / s,
70
-                y / s,
71
-                z / s);
72
-}
73
-
74
-float Vec3::operator *(const Vec3& v) {
75
-    return dot(*this, v);
76
-}
77
-
78
-Vec3& Vec3::operator +=(const Vec3& v) {
79
-    x += v.x;
80
-    y += v.y;
81
-    z += v.z;
82
-    return *this;
83
-}
84
-
85
-Vec3& Vec3::operator -=(const Vec3& v) {
86
-    x -= v.x;
87
-    y -= v.y;
88
-    z -= v.z;
89
-    return *this;
90
-}
91
-
92
-Vec3& Vec3::operator *=(float s) {
93
-    x *= s;
94
-    y *= s;
95
-    z *= s;
96
-    return *this;
97
-}
98
-
99
-bool Vec3::operator ==(const Vec3& v) {
100
-    return equalEpsilon(x, v.x)
101
-           && equalEpsilon(y, v.y)
102
-           && equalEpsilon(z, v.z);
103
-}
104
-
105
-bool Vec3::operator !=(const Vec3& v) {
106
-    return !((*this) == v);
107
-}
108
-
109
-float Vec3::dot(const Vec3& u, const Vec3& v) {
110
-    return (u.x * v.x + u.y * v.y + u.z * v.z);
111
-}
112
-
113
-Vec3 Vec3::cross(const Vec3& u, const Vec3& v) {
114
-    return Vec3(u.y * v.z - u.z * v.y,
115
-                u.z * v.x - u.x * v.z,
116
-                u.x * v.y - u.y * v.x);
117
-}
118
-

+ 0
- 94
src/math/math.cpp Vedi File

@@ -1,94 +0,0 @@
1
-/*!
2
- *
3
- * \file src/math/math.cpp
4
- * \brief Vector and Matrix math
5
- *
6
- * \author Mongoose
7
- * \author xythobuz
8
- */
9
-
10
-#include <cstdlib>
11
-#include <cmath>
12
-#include <float.h>
13
-#include <algorithm>
14
-
15
-#include "global.h"
16
-#include "math/Vec3.h"
17
-#include "math/Matrix.h"
18
-#include "math/math.h"
19
-
20
-bool equalEpsilon(float a, float b) {
21
-    float epsilon = FLT_EPSILON;
22
-    if (fabs(a - b) <= (std::max(fabs(a), fabs(b)) * epsilon))
23
-        return true;
24
-    return false;
25
-}
26
-
27
-int intersectionLinePolygon(float intersect[3],
28
-                            float p1[3], float p2[3], float polygon[3][3]) {
29
-    assert(polygon != NULL);
30
-
31
-    // float normal[3], a[3], b[3];
32
-    Vec3 a, b, normal, pA, pB;
33
-    float d, denominator, mu;
34
-
35
-
36
-    pA = Vec3(p1);
37
-    pB = Vec3(p2);
38
-
39
-    // Find normal
40
-    a = Vec3(polygon[1]) - Vec3(polygon[0]);
41
-    b = Vec3(polygon[2]) - Vec3(polygon[0]);
42
-    normal = Vec3::cross(a, b);
43
-    normal.normalize();
44
-
45
-    // find D
46
-    d = (normal.x * polygon[0][0] -
47
-         normal.y * polygon[0][1] -
48
-         normal.z * polygon[0][2]);
49
-
50
-    // line segment parallel to plane?
51
-    a = pB - pA;
52
-
53
-    denominator = Vec3::dot(normal, a);
54
-
55
-    if (denominator > 0.0)
56
-        return 0;
57
-
58
-    // Line segment contains intercept point?
59
-    mu = -((d + Vec3::dot(normal, pA)) / denominator);
60
-
61
-    if (mu < 0.0 || mu > 1.0)
62
-        return 0;
63
-
64
-    b = pA + (a * mu);
65
-    intersect[0] = b.x;
66
-    intersect[1] = b.y;
67
-    intersect[2] = b.z;
68
-
69
-    // See if the intercept is bound by polygon by winding number
70
-    // assume convex polygons here for sure
71
-    double theta = Vec3::dot(b - Vec3(polygon[0]), normal); // b = intersect
72
-
73
-    if (theta >= 90.0) // Yeah I know
74
-        return 0;
75
-
76
-    return 1;
77
-}
78
-
79
-float distance(const float a[3], const float b[3]) {
80
-    return sqrtf(((b[0] - a[0]) * (b[0] - a[0])) +
81
-                 ((b[1] - a[1]) * (b[1] - a[1])) +
82
-                 ((b[2] - a[2]) * (b[2] - a[2])));
83
-}
84
-
85
-void midpoint(const float a[3], const float b[3], float mid[3]) {
86
-    mid[0] = (a[0] + b[0]) / 2.0f;
87
-    mid[1] = (a[1] + b[1]) / 2.0f;
88
-    mid[2] = (a[2] + b[2]) / 2.0f;
89
-}
90
-
91
-float randomNum(float from, float to) {
92
-    return from + ((to - from) * rand() / (RAND_MAX + 1.0f));
93
-}
94
-

+ 18
- 11
src/system/FontImGui.cpp Vedi File

@@ -13,11 +13,10 @@
13 13
 #define SCALE_DRAW 20.0f
14 14
 
15 15
 unsigned int FontImGui::widthText(float scale, std::string s) {
16
-    //ImGuiIO& io = ImGui::GetIO();
17
-    //ImVec2 size = io.Font->CalcTextSizeA(scale * SCALE_CALC, io.DisplaySize.y, s.c_str(),
18
-    //                                     s.c_str() + s.length());
19
-    //return size.y;
20
-    return s.length() * 15;
16
+    ImGuiIO& io = ImGui::GetIO();
17
+    ImVec2 size = io.Font->CalcTextSizeA(scale * SCALE_CALC, FLT_MAX, io.DisplaySize.y, s.c_str(),
18
+                                         s.c_str() + s.length());
19
+    return size.y;
21 20
 }
22 21
 
23 22
 void FontImGui::drawText(unsigned int x, unsigned int y, float scale,
@@ -35,15 +34,23 @@ void FontImGui::drawText(unsigned int x, unsigned int y, float scale,
35 34
 }
36 35
 
37 36
 unsigned int FontImGui::heightText(float scale, unsigned int maxWidth, std::string s) {
38
-    //ImGuiIO& io = ImGui::GetIO();
39
-    //ImVec2 size = io.Font->CalcTextSizeA(scale * SCALE_CALC, maxWidth, s.c_str(),
40
-    //                                     s.c_str() + s.length());
41
-    //return size.x;
42
-    return 15;
37
+    ImGuiIO& io = ImGui::GetIO();
38
+    ImVec2 size = io.Font->CalcTextSizeA(scale * SCALE_CALC, FLT_MAX, maxWidth, s.c_str(),
39
+                                         s.c_str() + s.length());
40
+    return size.x;
43 41
 }
44 42
 
45 43
 void FontImGui::drawTextWrapped(unsigned int x, unsigned int y, float scale,
46 44
                                 const unsigned char color[4], unsigned int maxWidth, std::string s) {
47
-    drawText(x, y, scale, color, s);
45
+    ImGuiIO& io = ImGui::GetIO();
46
+    ImVec2 pos = ImVec2(x, y);
47
+    ImU32 col = color[0] | (color[1] << 8) | (color[2] << 16) | (color[3] << 24);
48
+
49
+    ImDrawList dl;
50
+    dl.PushClipRect(ImVec4(0.0f, 0.0f, io.DisplaySize.x, io.DisplaySize.y));
51
+    dl.AddText(io.Font, scale * SCALE_DRAW, pos, col, s.c_str(), s.c_str() + s.length(), maxWidth);
52
+
53
+    ImDrawList* dlp = &dl;
54
+    UI::renderImGui(&dlp, 1);
48 55
 }
49 56
 

+ 59
- 53
src/system/FontSDL.cpp Vedi File

@@ -8,11 +8,13 @@
8 8
 #include <iostream>
9 9
 
10 10
 #include "global.h"
11
+#include "TextureManager.h"
12
+#include "system/Window.h"
11 13
 #include "system/FontSDL.h"
12 14
 
13 15
 bool FontSDL::mFontInit = false;
14 16
 TTF_Font* FontSDL::mFont = nullptr;
15
-unsigned int FontSDL::mFontTexture = 0;
17
+unsigned int FontSDL::mFontTexture = -1;
16 18
 
17 19
 void FontSDL::shutdown() {
18 20
     if (mFont != nullptr)
@@ -21,7 +23,6 @@ void FontSDL::shutdown() {
21 23
 
22 24
     if (mFontInit) {
23 25
         TTF_Quit();
24
-        glDeleteTextures(1, &mFontTexture);
25 26
         mFontInit = false;
26 27
     }
27 28
 }
@@ -33,7 +34,10 @@ int FontSDL::initialize(std::string font) {
33 34
             return -1;
34 35
         }
35 36
 
36
-        glGenTextures(1, &mFontTexture);
37
+        // Reserve slot
38
+        mFontTexture = getTextureManager().loadBufferSlot(nullptr, 256, 256,
39
+                TextureManager::ColorMode::RGBA, 32, TextureManager::TextureStorage::SYSTEM);
40
+
37 41
         mFontInit = true;
38 42
     }
39 43
 
@@ -82,46 +86,47 @@ void FontSDL::drawText(unsigned int x, unsigned int y, float scale,
82 86
     int w = (int)((float)surface->w * scale);
83 87
     int h = (int)((float)surface->h * scale);
84 88
 
85
-    GLenum textureFormat;
89
+    TextureManager::ColorMode textureFormat;
90
+    unsigned int bpp = 0;
86 91
     if (surface->format->BytesPerPixel == 4) {
87 92
         if (surface->format->Rmask == 0x000000FF)
88
-            textureFormat = GL_RGBA;
93
+            textureFormat = TextureManager::ColorMode::RGBA;
89 94
         else
90
-            textureFormat = GL_BGRA_EXT;
95
+            textureFormat = TextureManager::ColorMode::BGRA;
96
+        bpp = 32;
91 97
     } else {
92 98
         if (surface->format->Rmask == 0x000000FF)
93
-            textureFormat = GL_RGB;
99
+            textureFormat = TextureManager::ColorMode::RGB;
94 100
         else
95
-            textureFormat = GL_BGR_EXT;
101
+            textureFormat = TextureManager::ColorMode::BGR;
102
+        bpp = 24;
96 103
     }
97 104
 
98
-    glBindTexture(GL_TEXTURE_2D, mFontTexture);
99
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
100
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
101
-    glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel, surface->w, surface->h, 0,
102
-                 textureFormat, GL_UNSIGNED_BYTE, surface->pixels);
105
+    getTextureManager().loadBufferSlot(static_cast<unsigned char*>(surface->pixels),
106
+                                       surface->w, surface->h, textureFormat, bpp,
107
+                                       TextureManager::TextureStorage::SYSTEM, mFontTexture);
103 108
     SDL_FreeSurface(surface);
104 109
 
105
-    GLuint xMin = x;
106
-    GLuint yMin = y;
107
-    GLuint xMax = xMin + w;
108
-    GLuint yMax = yMin + h;
110
+    std::vector<glm::vec2> vertices;
111
+    std::vector<glm::vec2> uvs;
109 112
 
110
-    glColor4ubv(color);
113
+    vertices.push_back(glm::vec2(x, y + h));
114
+    vertices.push_back(glm::vec2(x, y));
115
+    vertices.push_back(glm::vec2(x + w, y + h));
111 116
 
112
-    glBegin(GL_QUADS);
113
-    glTexCoord2f(0.0f, 0.0f);
114
-    glVertex2i(xMin, yMin);
117
+    vertices.push_back(glm::vec2(x + w, y));
118
+    vertices.push_back(glm::vec2(x + w, y + h));
119
+    vertices.push_back(glm::vec2(x, y));
115 120
 
116
-    glTexCoord2f(0.0f, 1.0f);
117
-    glVertex2i(xMin, yMax);
121
+    uvs.push_back(glm::vec2(0.0f, 1.0f));
122
+    uvs.push_back(glm::vec2(0.0f, 0.0f));
123
+    uvs.push_back(glm::vec2(1.0f, 1.0f));
118 124
 
119
-    glTexCoord2f(1.0f, 1.0f);
120
-    glVertex2i(xMax, yMax);
125
+    uvs.push_back(glm::vec2(1.0f, 0.0f));
126
+    uvs.push_back(glm::vec2(1.0f, 1.0f));
127
+    uvs.push_back(glm::vec2(0.0f, 0.0f));
121 128
 
122
-    glTexCoord2f(1.0f, 0.0f);
123
-    glVertex2i(xMax, yMin);
124
-    glEnd();
129
+    Window::drawTextGL(vertices, uvs, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f), mFontTexture);
125 130
 }
126 131
 
127 132
 unsigned int FontSDL::heightText(float scale, unsigned int maxWidth, std::string s) {
@@ -163,45 +168,46 @@ void FontSDL::drawTextWrapped(unsigned int x, unsigned int y, float scale,
163 168
     int w = (int)((float)surface->w * scale);
164 169
     int h = (int)((float)surface->h * scale);
165 170
 
166
-    GLenum textureFormat;
171
+    TextureManager::ColorMode textureFormat;
172
+    unsigned int bpp = 0;
167 173
     if (surface->format->BytesPerPixel == 4) {
168 174
         if (surface->format->Rmask == 0x000000FF)
169
-            textureFormat = GL_RGBA;
175
+            textureFormat = TextureManager::ColorMode::RGBA;
170 176
         else
171
-            textureFormat = GL_BGRA_EXT;
177
+            textureFormat = TextureManager::ColorMode::BGRA;
178
+        bpp = 32;
172 179
     } else {
173 180
         if (surface->format->Rmask == 0x000000FF)
174
-            textureFormat = GL_RGB;
181
+            textureFormat = TextureManager::ColorMode::RGB;
175 182
         else
176
-            textureFormat = GL_BGR_EXT;
183
+            textureFormat = TextureManager::ColorMode::BGR;
184
+        bpp = 24;
177 185
     }
178 186
 
179
-    glBindTexture(GL_TEXTURE_2D, mFontTexture);
180
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
181
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
182
-    glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel, surface->w, surface->h, 0,
183
-                 textureFormat, GL_UNSIGNED_BYTE, surface->pixels);
187
+    getTextureManager().loadBufferSlot(static_cast<unsigned char*>(surface->pixels),
188
+                                       surface->w, surface->h, textureFormat, bpp,
189
+                                       TextureManager::TextureStorage::SYSTEM, mFontTexture);
184 190
     SDL_FreeSurface(surface);
185 191
 
186
-    GLuint xMin = x;
187
-    GLuint yMin = y;
188
-    GLuint xMax = xMin + w;
189
-    GLuint yMax = yMin + h;
192
+    std::vector<glm::vec2> vertices;
193
+    std::vector<glm::vec2> uvs;
190 194
 
191
-    glColor4ubv(color);
195
+    vertices.push_back(glm::vec2(x, y + h));
196
+    vertices.push_back(glm::vec2(x, y));
197
+    vertices.push_back(glm::vec2(x + w, y + h));
192 198
 
193
-    glBegin(GL_QUADS);
194
-    glTexCoord2f(0.0f, 0.0f);
195
-    glVertex2i(xMin, yMin);
199
+    vertices.push_back(glm::vec2(x + w, y));
200
+    vertices.push_back(glm::vec2(x + w, y + h));
201
+    vertices.push_back(glm::vec2(x, y));
196 202
 
197
-    glTexCoord2f(0.0f, 1.0f);
198
-    glVertex2i(xMin, yMax);
203
+    uvs.push_back(glm::vec2(0.0f, 1.0f));
204
+    uvs.push_back(glm::vec2(0.0f, 0.0f));
205
+    uvs.push_back(glm::vec2(1.0f, 1.0f));
199 206
 
200
-    glTexCoord2f(1.0f, 1.0f);
201
-    glVertex2i(xMax, yMax);
207
+    uvs.push_back(glm::vec2(1.0f, 0.0f));
208
+    uvs.push_back(glm::vec2(1.0f, 1.0f));
209
+    uvs.push_back(glm::vec2(0.0f, 0.0f));
202 210
 
203
-    glTexCoord2f(1.0f, 0.0f);
204
-    glVertex2i(xMax, yMin);
205
-    glEnd();
211
+    Window::drawTextGL(vertices, uvs, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f), mFontTexture);
206 212
 }
207 213
 

+ 40
- 34
src/system/FontTRLE.cpp Vedi File

@@ -11,7 +11,9 @@
11 11
 #include <stdexcept>
12 12
 
13 13
 #include "global.h"
14
+#include "TextureManager.h"
14 15
 #include "utils/strings.h"
16
+#include "system/Window.h"
15 17
 #include "system/FontTRLE.h"
16 18
 
17 19
 #define SCALING 2.0f
@@ -21,8 +23,6 @@ unsigned int FontTRLE::mFontTexture = 0;
21 23
 int FontTRLE::offsets[106][5];
22 24
 
23 25
 void FontTRLE::shutdown() {
24
-    if (mFontInit)
25
-        glDeleteTextures(1, &mFontTexture);
26 26
 }
27 27
 
28 28
 int FontTRLE::initialize(std::string font) {
@@ -46,12 +46,8 @@ int FontTRLE::initialize(std::string font) {
46 46
         pixels[i] = pixels[i + 1] = pixels[i + 2] = (unsigned char)y;
47 47
     }
48 48
 
49
-    // ...into GL texture
50
-    glGenTextures(1, &mFontTexture);
51
-    glBindTexture(GL_TEXTURE_2D, mFontTexture);
52
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
53
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
54
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pixels);
49
+    mFontTexture = getTextureManager().loadBufferSlot(pixels, 256, 256,
50
+            TextureManager::ColorMode::BGRA, 32, TextureManager::TextureStorage::SYSTEM);
55 51
     delete [] pixels;
56 52
 
57 53
     // Try to load .lps file or use default glyph positions
@@ -69,8 +65,6 @@ void FontTRLE::loadLPS(std::string f) {
69 65
         return;
70 66
     }
71 67
 
72
-    //! \todo This is probably the worlds most unreliable parser...
73
-
74 68
     for (std::string line; std::getline(file, line);) {
75 69
         std::istringstream stream(line);
76 70
         int index;
@@ -93,19 +87,19 @@ void FontTRLE::loadLPS(std::string f) {
93 87
     }
94 88
 }
95 89
 
96
-void FontTRLE::writeChar(unsigned int index, unsigned int xDraw, unsigned int yDraw,
97
-                         float scale, const unsigned char color[4]) {
90
+void FontTRLE::writeChar(unsigned int index, unsigned int xDraw, unsigned int yDraw, float scale,
91
+                         std::vector<glm::vec2>& vertices, std::vector<glm::vec2>& uvs) {
98 92
     assert(mFontInit == true);
99 93
 
100
-    int width = (int)(((float)offsets[index][2]) * scale * SCALING);
101
-    int height = (int)(((float)offsets[index][3]) * scale * SCALING);
102
-    int offset = (int)(((float)offsets[index][4]) * scale * SCALING);
94
+    float width = ((float)offsets[index][2]) * scale * SCALING;
95
+    float height = ((float)offsets[index][3]) * scale * SCALING;
96
+    float offset = ((float)offsets[index][4]) * scale * SCALING;
103 97
 
104 98
     // screen coordinates
105
-    int xMin = xDraw;
106
-    int yMin = ((int)yDraw) + offset + (int)(10.0f * scale * SCALING);
107
-    int xMax = xMin + width;
108
-    int yMax = yMin + height;
99
+    float xMin = xDraw;
100
+    float yMin = yDraw + offset + (10.0f * scale * SCALING);
101
+    float xMax = xMin + width;
102
+    float yMax = yMin + height;
109 103
 
110 104
     // texture part
111 105
     float txMin = ((float)offsets[index][0]) / 256.0f;
@@ -113,19 +107,21 @@ void FontTRLE::writeChar(unsigned int index, unsigned int xDraw, unsigned int yD
113 107
     float tyMin = ((float)offsets[index][1]) / 256.0f;
114 108
     float tyMax = ((float)(offsets[index][1] + offsets[index][3])) / 256.0f;
115 109
 
116
-    // draw
117
-    glBindTexture(GL_TEXTURE_2D, mFontTexture);
118
-    glColor4f(color[0] * 256.0f, color[1] * 256.0f, color[2] * 256.0f, color[3] * 256.0f);
119
-    glBegin(GL_QUADS);
120
-    glTexCoord2f(txMin, tyMin);
121
-    glVertex2i(xMin, yMin);
122
-    glTexCoord2f(txMin, tyMax);
123
-    glVertex2i(xMin, yMax);
124
-    glTexCoord2f(txMax, tyMax);
125
-    glVertex2i(xMax, yMax);
126
-    glTexCoord2f(txMax, tyMin);
127
-    glVertex2i(xMax, yMin);
128
-    glEnd();
110
+    vertices.push_back(glm::vec2(xMin, yMax));
111
+    vertices.push_back(glm::vec2(xMin, yMin));
112
+    vertices.push_back(glm::vec2(xMax, yMax));
113
+
114
+    vertices.push_back(glm::vec2(xMax, yMin));
115
+    vertices.push_back(glm::vec2(xMax, yMax));
116
+    vertices.push_back(glm::vec2(xMin, yMin));
117
+
118
+    uvs.push_back(glm::vec2(txMin, tyMax));
119
+    uvs.push_back(glm::vec2(txMin, tyMin));
120
+    uvs.push_back(glm::vec2(txMax, tyMax));
121
+
122
+    uvs.push_back(glm::vec2(txMax, tyMin));
123
+    uvs.push_back(glm::vec2(txMax, tyMax));
124
+    uvs.push_back(glm::vec2(txMin, tyMin));
129 125
 }
130 126
 
131 127
 unsigned int FontTRLE::widthText(float scale, std::string s) {
@@ -154,6 +150,8 @@ void FontTRLE::drawText(unsigned int x, unsigned int y, float scale,
154 150
     assert(mFontInit == true);
155 151
     assert(s.length() > 0);
156 152
 
153
+    std::vector<glm::vec2> vertices;
154
+    std::vector<glm::vec2> uvs;
157 155
     for (unsigned int i = 0; i < s.length(); i++) {
158 156
         // index into offset table
159 157
         int index = s[i] - '!';
@@ -164,9 +162,12 @@ void FontTRLE::drawText(unsigned int x, unsigned int y, float scale,
164 162
         if ((index < 0) || (index > 105))
165 163
             continue; // skip unprintable chars
166 164
 
167
-        writeChar((unsigned int)index, x, y, scale, color);
165
+        writeChar((unsigned int)index, x, y, scale, vertices, uvs);
168 166
         x += (int)((float)(offsets[index][2] + 1) * scale * SCALING); // width
169 167
     }
168
+
169
+    glm::vec4 col(color[0] / 256.0f, color[1] / 256.0f, color[2] / 256.0f, color[3] / 256.0f);
170
+    Window::drawTextGL(vertices, uvs, col, mFontTexture);
170 171
 }
171 172
 
172 173
 unsigned int FontTRLE::heightText(float scale, unsigned int maxWidth, std::string s) {
@@ -210,6 +211,8 @@ void FontTRLE::drawTextWrapped(unsigned int x, unsigned int y, float scale,
210 211
     unsigned int xStart = x;
211 212
     unsigned int yMax = 0;
212 213
 
214
+    std::vector<glm::vec2> vertices;
215
+    std::vector<glm::vec2> uvs;
213 216
     for (unsigned int i = 0; i < s.length(); i++) {
214 217
         // index into offset table
215 218
         int index = s[i] - '!';
@@ -233,9 +236,12 @@ void FontTRLE::drawTextWrapped(unsigned int x, unsigned int y, float scale,
233 236
             x -= (int)((float)(offsets[index][2] + 1) * scale * SCALING);
234 237
         }
235 238
 
236
-        writeChar((unsigned int)index, x, y, scale, color);
239
+        writeChar((unsigned int)index, x, y, scale, vertices, uvs);
237 240
         x += (int)((float)(offsets[index][2] + 1) * scale * SCALING); // width
238 241
     }
242
+
243
+    glm::vec4 col(color[0] / 256.0f, color[1] / 256.0f, color[2] / 256.0f, color[3] / 256.0f);
244
+    Window::drawTextGL(vertices, uvs, col, mFontTexture);
239 245
 }
240 246
 
241 247
 int FontTRLE::defaultOffsets[106][5] = {

+ 2
- 2
src/system/SoundAL.cpp Vedi File

@@ -32,8 +32,8 @@ int SoundAL::initialize() {
32 32
     if (init)
33 33
         return 0;
34 34
 
35
-    ALCdevice* device = alcOpenDevice(NULL);
36
-    ALCcontext* context = alcCreateContext(device, NULL);
35
+    ALCdevice* device = alcOpenDevice(nullptr);
36
+    ALCcontext* context = alcCreateContext(device, nullptr);
37 37
     alcMakeContextCurrent(context);
38 38
 
39 39
     if (alutInitWithoutContext(nullptr, nullptr) == AL_FALSE) {

+ 264
- 127
src/system/Window.cpp Vedi File

@@ -5,181 +5,318 @@
5 5
  * \author xythobuz
6 6
  */
7 7
 
8
-#include <cstdio>
9
-#include <cstring>
10
-#include <cstdarg>
11
-#include <cmath>
12
-
13 8
 #include "global.h"
14
-#include "math/math.h"
9
+#include "Log.h"
10
+#include "TextureManager.h"
15 11
 #include "utils/strings.h"
16 12
 #include "system/Window.h"
17 13
 
14
+unsigned int Window::getWidth() {
15
+    return mWidth;
16
+}
17
+
18
+unsigned int Window::getHeight() {
19
+    return mHeight;
20
+}
21
+
22
+bool Window::getFullscreen() {
23
+    return mFullscreen;
24
+}
25
+
26
+bool Window::getMousegrab() {
27
+    return mMousegrab;
28
+}
29
+
30
+bool Window::getTextInput() {
31
+    return mTextInput;
32
+}
33
+
34
+// ----------------------------------------------------------------------------
35
+
36
+Shader Window::textShader;
37
+Shader Window::imguiShader;
38
+unsigned int Window::vertexArrayID = 0;
39
+
18 40
 int Window::initializeGL() {
19
-    // Print driver support information
20
-    //printf("GL Vendor  : %s\n", glGetString(GL_VENDOR));
21
-    //printf("GL Renderer: %s\n", glGetString(GL_RENDERER));
22
-    //printf("GL Version : %s\n", glGetString(GL_VERSION));
23
-
24
-    // Testing for goodies
25
-    //const char *s = (const char *)glGetString(GL_EXTENSIONS);
26
-    //if ((s != NULL) && (s[0] != '\0')) {
27
-    //! \todo MultiTexture flag
28
-    //if (strstr(s, "GL_ARB_multitexture"))
29
-    //mFlags |= Render::fMultiTexture;
30
-    //}
41
+    getLog() << "GL Ven.: " << glGetString(GL_VENDOR) << Log::endl;
42
+    getLog() << "GL Ren.: " << glGetString(GL_RENDERER) << Log::endl;
43
+    getLog() << "GL Ver.: " << glGetString(GL_VERSION) << Log::endl;
44
+    getLog() << "GLSL V.: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << Log::endl;
45
+
46
+    glGenVertexArrays(1, &vertexArrayID);
47
+	glBindVertexArray(vertexArrayID);
48
+
49
+    // Set background to black
50
+    glClearColor(BLACK[0] / 256.0f, BLACK[1] / 256.0f, BLACK[2] / 256.0f, BLACK[3] / 256.0f);
31 51
 
32 52
     // Set up Z buffer
33 53
     glEnable(GL_DEPTH_TEST);
54
+    // Accept fragment if closer to camera
34 55
     glDepthFunc(GL_LESS);
35 56
 
36 57
     // Set up culling
37
-    glEnable(GL_CULL_FACE);
38
-    glFrontFace(GL_CW);
39
-    //glFrontFace(GL_CCW);
40
-    //glCullFace(GL_FRONT);
58
+    //glEnable(GL_CULL_FACE); //! \todo Transparency?
59
+
60
+    if (textShader.compile(textShaderVertex, textShaderFragment) < 0)
61
+        return -1;
62
+    if (textShader.addUniform("screen") < 0)
63
+        return -2;
64
+    if (textShader.addUniform("textureSampler") < 0)
65
+        return -3;
66
+    if (textShader.addUniform("colorVar") < 0)
67
+        return -4;
68
+    textShader.addBuffer(2);
69
+
70
+    if (imguiShader.compile(imguiShaderVertex, imguiShaderFragment) < 0)
71
+        return -5;
72
+    if (imguiShader.addUniform("screen") < 0)
73
+        return -6;
74
+    if (imguiShader.addUniform("textureSampler") < 0)
75
+        return -7;
76
+    imguiShader.addBuffer(3);
41 77
 
42
-    // Set background to black
43
-    glClearColor(BLACK[0] / 256.0f, BLACK[1] / 256.0f, BLACK[2] / 256.0f, BLACK[3] / 256.0f);
78
+    glEnable(GL_BLEND);
79
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
44 80
 
45
-    // Disable lighting
46
-    glDisable(GL_LIGHTING);
81
+    return 0;
82
+}
47 83
 
48
-    // Set up alpha blending
49
-    glEnable(GL_BLEND);
50
-    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
84
+void Window::shutdownGL() {
85
+    glDeleteVertexArrays(1, &vertexArrayID);
86
+}
51 87
 
52
-    //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
53
-    glAlphaFunc(GL_GREATER, 0);
88
+void Window::resizeGL() {
89
+    // new matrix?
90
+}
54 91
 
55
-    glPointSize(5.0);
92
+void Window::drawTextGL(std::vector<glm::vec2>& vertices, std::vector<glm::vec2>& uvs,
93
+                        glm::vec4 color, unsigned int texture) {
94
+    assert(vertices.size() == uvs.size());
95
+    assert((vertices.size() % 3) == 0);
56 96
 
57
-    // Setup shading
58
-    glShadeModel(GL_SMOOTH);
97
+    glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(0));
98
+    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec2), &vertices[0], GL_STATIC_DRAW);
59 99
 
60
-    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
61
-    glHint(GL_FOG_HINT, GL_NICEST);
62
-    glEnable(GL_COLOR_MATERIAL);
63
-    glEnable(GL_DITHER);
100
+    glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(1));
101
+    glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
64 102
 
65
-    // AA polygon edges
66
-    glEnable(GL_POLYGON_SMOOTH);
67
-    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
103
+    textShader.use();
68 104
 
69
-    glDisable(GL_LINE_SMOOTH);
70
-    glDisable(GL_POINT_SMOOTH);
71
-    glDisable(GL_AUTO_NORMAL);
72
-    glDisable(GL_LOGIC_OP);
73
-    glDisable(GL_TEXTURE_1D);
74
-    glDisable(GL_STENCIL_TEST);
75
-    glDisable(GL_FOG);
105
+    glUniform2f(textShader.getUniform(0), getWindow().getWidth(), getWindow().getHeight());
76 106
 
77
-    glDisable(GL_NORMALIZE);
107
+    getTextureManager().bindTextureId(texture, TextureManager::TextureStorage::SYSTEM, 0);
108
+    glUniform1i(textShader.getUniform(1), 0);
78 109
 
79
-    //glEnableClientState(GL_VERTEX_ARRAY);
80
-    //glDisableClientState(GL_EDGE_FLAG_ARRAY);
81
-    //glDisableClientState(GL_COLOR_ARRAY);
82
-    //glDisableClientState(GL_NORMAL_ARRAY);
110
+    glUniform4fv(textShader.getUniform(2), 1, &color.r);
83 111
 
84
-    glPolygonMode(GL_FRONT, GL_FILL);
112
+    glEnableVertexAttribArray(0); // Vertices
113
+    glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(0));
114
+    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
85 115
 
86
-    glMatrixMode(GL_MODELVIEW);
116
+    glEnableVertexAttribArray(1); // UVs
117
+    glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(1));
118
+    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
87 119
 
88
-    return 0;
120
+    glDisable(GL_DEPTH_TEST);
121
+    glDrawArrays(GL_TRIANGLES, 0, vertices.size());
122
+    glEnable(GL_DEPTH_TEST);
123
+
124
+    glDisableVertexAttribArray(0);
125
+    glDisableVertexAttribArray(1);
89 126
 }
90 127
 
91
-void Window::resizeGL() {
92
-    float fovY = 40.0f; // 45.0f
93
-    float clipNear = 10.0f; // 4.0f
94
-    float clipFar = 600000.0f; // 4000.0f
128
+// ----------------------------------------------------------------------------
95 129
 
96
-    glViewport(0, 0, mWidth, mHeight);
97
-    glMatrixMode(GL_PROJECTION);
98
-    glLoadIdentity();
130
+Shader::~Shader() {
131
+    if (programID >= 0)
132
+        glDeleteProgram(programID);
99 133
 
100
-    // Adjust clipping
101
-    GLfloat fH = tanf(fovY * OR_PI / 360.0f) * clipNear;
102
-    GLfloat fW = fH * ((GLfloat)mWidth) / ((GLfloat)mHeight);
103
-    glFrustum(-fW, fW, -fH, fH, clipNear, clipFar);
134
+    if (!buffers.empty())
135
+        glDeleteBuffers(buffers.size(), &buffers[0]);
136
+}
104 137
 
105
-    glMatrixMode(GL_MODELVIEW);
106
-    glLoadIdentity();
138
+int Shader::addUniform(const char* name) {
139
+    assert(programID >= 0);
140
+    int r = glGetUniformLocation(programID, name);
141
+    if (r < 0) {
142
+        getLog() << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
143
+        return -1;
144
+    }
145
+    uniforms.push_back(r);
146
+    return uniforms.size() - 1;
107 147
 }
108 148
 
109
-void Window::glEnter2D() {
110
-    glPushAttrib(GL_ENABLE_BIT);
111
-    glDisable(GL_DEPTH_TEST);
112
-    glDisable(GL_CULL_FACE);
113
-    glEnable(GL_TEXTURE_2D);
149
+unsigned int Shader::getUniform(int n) {
150
+    assert(n >= 0);
151
+    assert(n < uniforms.size());
152
+    return uniforms.at(n);
153
+}
114 154
 
115
-    /* This allows alpha blending of 2D textures with the scene */
116
-    glEnable(GL_BLEND);
117
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
155
+void Shader::addBuffer(int n) {
156
+    int s = buffers.size();
157
+    for (int i = 0; i < n; i++)
158
+        buffers.push_back(0);
159
+    glGenBuffers(n, &buffers[s]);
160
+}
161
+
162
+unsigned int Shader::getBuffer(int n) {
163
+    assert(n >= 0);
164
+    assert(n < buffers.size());
165
+    return buffers.at(n);
166
+}
167
+
168
+void Shader::use() {
169
+    assert(programID >= 0);
170
+    glUseProgram(programID);
171
+}
118 172
 
119
-    glViewport(0, 0, mWidth, mHeight);
173
+int Shader::compile(const char* vertex, const char* fragment) {
174
+    assert(vertex != nullptr);
175
+    assert(fragment != nullptr);
176
+
177
+    GLuint vertexID = glCreateShader(GL_VERTEX_SHADER);
178
+    GLuint fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
179
+
180
+    GLint result = GL_FALSE;
181
+    GLint logLength = 0;
182
+
183
+    // Compile vertex shader
184
+    glShaderSource(vertexID, 1, &vertex, nullptr);
185
+    glCompileShader(vertexID);
186
+
187
+    // Check vertex shader
188
+    glGetShaderiv(vertexID, GL_COMPILE_STATUS, &result);
189
+    glGetShaderiv(vertexID, GL_INFO_LOG_LENGTH, &logLength);
190
+    if (logLength > 0) {
191
+        std::vector<char> message(logLength + 1);
192
+        glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
193
+        if (result != GL_TRUE)
194
+            getLog() << "Vertex Shader compilation error:" << Log::endl;
195
+        getLog() << &message[0] << Log::endl;
196
+        glDeleteShader(vertexID);
197
+        glDeleteShader(fragmentID);
198
+        return -1;
199
+    }
200
+
201
+    // Compile fragment shader
202
+    glShaderSource(fragmentID, 1, &fragment, nullptr);
203
+    glCompileShader(fragmentID);
204
+
205
+    // Check fragment shader
206
+    glGetShaderiv(fragmentID, GL_COMPILE_STATUS, &result);
207
+    glGetShaderiv(fragmentID, GL_INFO_LOG_LENGTH, &logLength);
208
+    if (logLength > 0) {
209
+        std::vector<char> message(logLength + 1);
210
+        glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
211
+        if (result != GL_TRUE)
212
+            getLog() << "Fragment Shader compilation error:" << Log::endl;
213
+        getLog() << &message[0] << Log::endl;
214
+        glDeleteShader(vertexID);
215
+        glDeleteShader(fragmentID);
216
+        return -2;
217
+    }
218
+
219
+    // Link both shaders
220
+    programID = glCreateProgram();
221
+    glAttachShader(programID, vertexID);
222
+    glAttachShader(programID, fragmentID);
223
+    glLinkProgram(programID);
224
+
225
+    // Check resulting program
226
+    glGetProgramiv(programID, GL_LINK_STATUS, &result);
227
+    glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
228
+    if (logLength > 0) {
229
+        std::vector<char> message(logLength + 1);
230
+        glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
231
+        if (result != GL_TRUE)
232
+            getLog() << "Shader link error:" << Log::endl;
233
+        getLog() << &message[0] << Log::endl;
234
+        glDeleteShader(vertexID);
235
+        glDeleteShader(fragmentID);
236
+        glDeleteProgram(programID);
237
+        return -3;
238
+    }
239
+
240
+    glDeleteShader(vertexID);
241
+    glDeleteShader(fragmentID);
242
+    return programID;
243
+}
244
+
245
+// ----------------------------------------------------------------------------
246
+// *INDENT-OFF*
247
+
248
+const char* Window::textShaderVertex = R"!?!(
249
+#version 330 core
250
+
251
+layout(location = 0) in vec2 vertexPosition_screen;
252
+layout(location = 1) in vec2 vertexUV;
253
+
254
+out vec2 UV;
255
+
256
+uniform vec2 screen;
257
+
258
+void main() {
259
+    vec2 halfScreen = screen / 2;
260
+    vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
120 261
 
121
-    glMatrixMode(GL_PROJECTION);
122
-    glPushMatrix();
123
-    glLoadIdentity();
262
+    gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
263
+    UV = vertexUV;
264
+}
265
+)!?!";
266
+
267
+const char* Window::textShaderFragment = R"!?!(
268
+#version 330 core
124 269
 
125
-    glOrtho(0.0, (GLdouble)mWidth, (GLdouble)mHeight, 0.0, 0.0, 1.0);
270
+in vec2 UV;
126 271
 
127
-    glMatrixMode(GL_MODELVIEW);
128
-    glPushMatrix();
129
-    glLoadIdentity();
272
+out vec4 color;
130 273
 
131
-    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
274
+uniform sampler2D textureSampler;
275
+uniform vec4 colorVar;
276
+
277
+void main() {
278
+    color = texture(textureSampler, UV) * colorVar;
132 279
 }
280
+)!?!";
281
+
282
+// --------------------------------------
133 283
 
134
-void Window::glExit2D() {
135
-    glMatrixMode(GL_MODELVIEW);
136
-    glPopMatrix();
284
+const char* Window::imguiShaderVertex = R"!?!(
285
+#version 330 core
137 286
 
138
-    glMatrixMode(GL_PROJECTION);
139
-    glPopMatrix();
287
+layout(location = 0) in vec2 vertexPosition_screen;
288
+layout(location = 1) in vec2 vertexUV;
289
+layout(location = 2) in vec4 vertexColor;
140 290
 
141
-    glPopAttrib();
291
+out vec2 UV;
292
+out vec4 FragColor;
142 293
 
143
-    glMatrixMode(GL_MODELVIEW);
294
+uniform vec2 screen;
295
+
296
+void main() {
297
+    vec2 halfScreen = screen / 2;
298
+    vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
299
+
300
+    gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
301
+    UV = vertexUV;
302
+    FragColor = vertexColor;
144 303
 }
304
+)!?!";
145 305
 
146
-// Replaced the deprecated gluLookAt with slightly modified code from here:
147
-// http://www.khronos.org/message_boards/showthread.php/4991
148
-void Window::lookAt(float eyeX, float eyeY, float eyeZ,
149
-                    float lookAtX, float lookAtY, float lookAtZ,
150
-                    float upX, float upY, float upZ) {
151
-    // calculating the viewing vector
152
-    float f[3] = {
153
-        lookAtX - eyeX,
154
-        lookAtY - eyeY,
155
-        lookAtZ - eyeZ
156
-    };
306
+const char* Window::imguiShaderFragment = R"!?!(
307
+#version 330 core
157 308
 
158
-    // normalizing the viewing vector
159
-    float fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
160
-    f[0] /= fMag;
161
-    f[1] /= fMag;
162
-    f[2] /= fMag;
309
+in vec2 UV;
310
+in vec4 FragColor;
163 311
 
164
-    float s[3] = {
165
-        (f[1] * upZ) - (upY* f[2]),
166
-        (upX* f[2]) - (f[0] * upZ),
167
-        (f[0] * upY) - (upX* f[1])
168
-    };
312
+out vec4 color;
169 313
 
170
-    float u[3] = {
171
-        (s[1] * f[2]) - (f[1] * s[2]),
172
-        (f[0] * s[2]) - (s[0] * f[2]),
173
-        (s[0] * f[1]) - (f[0] * s[1])
174
-    };
314
+uniform sampler2D textureSampler;
175 315
 
176
-    float m[16] = {
177
-        s[0], u[0], -f[0], 0,
178
-        s[1], u[1], -f[1], 0,
179
-        s[2], u[2], -f[2], 0,
180
-        0,    0,     0, 1
181
-    };
182
-    glMultMatrixf(m);
183
-    glTranslatef(-eyeX, -eyeY, -eyeZ);
316
+void main() {
317
+    color = texture(textureSampler, UV) * FragColor;
184 318
 }
319
+)!?!";
320
+
321
+// *INDENT-ON*
185 322
 

+ 4
- 2
src/system/WindowGLUT.cpp Vedi File

@@ -69,9 +69,11 @@ int WindowGLUT::initialize() {
69 69
     int argc = 1;
70 70
     char* argv[] = { new char[11], nullptr };
71 71
     strcpy(argv[0], "OpenRaider");
72
-    glutInit(&argc, argv);
73 72
     glutInitWindowSize(mWidth, mHeight);
74
-    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
73
+    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH | GLUT_MULTISAMPLE);
74
+    glutInitContextVersion(3, 3);
75
+    glutInitContextProfile(GLUT_CORE_PROFILE);
76
+    glutInit(&argc, argv);
75 77
     glutCreateWindow(VERSION);
76 78
 
77 79
     glutReshapeFunc(WindowGLUT::reshapeCallback);

+ 17
- 10
src/system/WindowSDL.cpp Vedi File

@@ -22,8 +22,8 @@ WindowSDL::WindowSDL() {
22 22
     mFullscreen = false;
23 23
     mMousegrab = false;
24 24
     mTextInput = false;
25
-    mWindow = NULL;
26
-    mGLContext = NULL;
25
+    mWindow = nullptr;
26
+    mGLContext = nullptr;
27 27
 }
28 28
 
29 29
 WindowSDL::~WindowSDL() {
@@ -82,24 +82,31 @@ int WindowSDL::initialize() {
82 82
     if (mFullscreen)
83 83
         flags |= SDL_WINDOW_FULLSCREEN;
84 84
 
85
-    if ((SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5) != 0)
86
-        || (SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5) != 0)
87
-        || (SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5) != 0)
88
-        || (SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16) != 0)
89
-        || (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) != 0)) {
85
+    if ((SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8) != 0)
86
+        || (SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8) != 0)
87
+        || (SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8) != 0)
88
+        || (SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8) != 0)
89
+        || (SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24) != 0)
90
+        || (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) != 0)
91
+        || (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) != 0)
92
+        //|| (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2) != 0)
93
+        || (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4) != 0)
94
+        || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) != 0)
95
+        || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) != 0)
96
+        || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))) {
90 97
         std::cout << "SDL_GL_SetAttribute Error: " << SDL_GetError() << std::endl;
91 98
         return -2;
92 99
     }
93 100
 
94 101
     mWindow = SDL_CreateWindow(VERSION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
95 102
                                mWidth, mHeight, flags);
96
-    if (mWindow == NULL) {
103
+    if (mWindow == nullptr) {
97 104
         std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
98 105
         return -3;
99 106
     }
100 107
 
101 108
     mGLContext = SDL_GL_CreateContext(mWindow);
102
-    if (mGLContext == NULL) {
109
+    if (mGLContext == nullptr) {
103 110
         std::cout << "SDL_GL_CreateContext Error: " << SDL_GetError() << std::endl;
104 111
         return -4;
105 112
     }
@@ -147,7 +154,7 @@ void WindowSDL::eventHandling() {
147 154
 
148 155
             case SDL_TEXTINPUT:
149 156
             case SDL_TEXTEDITING:
150
-                if (event.text.text != NULL)
157
+                if (event.text.text != nullptr)
151 158
                     UI::handleText(event.text.text, (event.type == SDL_TEXTEDITING));
152 159
                 break;
153 160
 

+ 1
- 1
src/utils/filesystem.cpp Vedi File

@@ -46,7 +46,7 @@ std::string getHomeDirectory() {
46 46
 #elif defined(_WIN32)
47 47
 
48 48
     char path[MAX_PATH];
49
-    assertEqual(SHGetFolderPath(NULL, CSIDL_PROFILE, NULL, 0, path), S_OK);
49
+    assertEqual(SHGetFolderPath(nullptr, CSIDL_PROFILE, nullptr, 0, path), S_OK);
50 50
     size_t lenPath = strlen(path);
51 51
     for (unsigned int i = 0; i < lenPath; i++)
52 52
         if (dir[i] == '\\')

+ 14
- 13
src/utils/pcx.cpp Vedi File

@@ -15,7 +15,7 @@
15 15
 #include "utils/pcx.h"
16 16
 
17 17
 int pcxCheck(const char* filename) {
18
-    assert(filename != NULL);
18
+    assert(filename != nullptr);
19 19
     assert(filename[0] != '\0');
20 20
 
21 21
     std::ifstream file(filename, std::ios::in | std::ios::binary);
@@ -66,14 +66,15 @@ int pcxCheck(const char* filename) {
66 66
 }
67 67
 
68 68
 int pcxLoad(const char* filename, unsigned char** image,
69
-            unsigned int* width, unsigned int* height, ColorMode* mode, unsigned int* bpp) {
70
-    assert(filename != NULL);
69
+            unsigned int* width, unsigned int* height,
70
+            TextureManager::ColorMode* mode, unsigned int* bpp) {
71
+    assert(filename != nullptr);
71 72
     assert(filename[0] != '\0');
72
-    assert(image != NULL);
73
-    assert(width != NULL);
74
-    assert(height != NULL);
75
-    assert(mode != NULL);
76
-    assert(bpp != NULL);
73
+    assert(image != nullptr);
74
+    assert(width != nullptr);
75
+    assert(height != nullptr);
76
+    assert(mode != nullptr);
77
+    assert(bpp != nullptr);
77 78
 
78 79
     std::ifstream file(filename, std::ios::in | std::ios::binary);
79 80
 
@@ -177,7 +178,7 @@ int pcxLoad(const char* filename, unsigned char** image,
177 178
     }
178 179
 
179 180
     // Read color palette
180
-    unsigned char* palette = NULL;
181
+    unsigned char* palette = nullptr;
181 182
     if (versionFive) {
182 183
         int c = file.get();
183 184
         if ((c == 12) && file) {
@@ -202,7 +203,7 @@ int pcxLoad(const char* filename, unsigned char** image,
202 203
             unsigned long baseIndex = (x + (y** width)) * 4;
203 204
             unsigned char alpha = 255, red = 0, green = 0, blue = 0;
204 205
 
205
-            if (palette != NULL) {
206
+            if (palette != nullptr) {
206 207
                 if (nPlanes == 1) {
207 208
                     red = palette[buffer[(y * totalBytes) + x] * 3];
208 209
                     green = palette[(buffer[(y * totalBytes) + x] * 3) + 1];
@@ -212,7 +213,7 @@ int pcxLoad(const char* filename, unsigned char** image,
212 213
                     delete [] buffer;
213 214
                     delete [] palette;
214 215
                     delete [] *image;
215
-                    *image = NULL;
216
+                    *image = nullptr;
216 217
                     return -10;
217 218
                 }
218 219
             } else {
@@ -229,7 +230,7 @@ int pcxLoad(const char* filename, unsigned char** image,
229 230
                     delete [] buffer;
230 231
                     delete [] palette;
231 232
                     delete [] *image;
232
-                    *image = NULL;
233
+                    *image = nullptr;
233 234
                     return -11;
234 235
                 }
235 236
             }
@@ -241,7 +242,7 @@ int pcxLoad(const char* filename, unsigned char** image,
241 242
         }
242 243
     }
243 244
 
244
-    *mode = RGBA;
245
+    *mode = TextureManager::ColorMode::RGBA;
245 246
     *bpp = 32;
246 247
 
247 248
     delete [] buffer;

+ 3
- 3
src/utils/pixel.cpp Vedi File

@@ -10,7 +10,7 @@
10 10
 
11 11
 unsigned char* generateColorTexture(const unsigned char* rgba, unsigned int width,
12 12
                                     unsigned int height, unsigned int bpp) {
13
-    assert(rgba != NULL);
13
+    assert(rgba != nullptr);
14 14
     assert(width > 0);
15 15
     assert(height > 0);
16 16
     assert((bpp % 8) == 0);
@@ -97,7 +97,7 @@ unsigned char* scaleBuffer(unsigned char* image, unsigned int* w, unsigned int*
97 97
                            unsigned int bpp) {
98 98
     unsigned int width = *w;
99 99
     unsigned int height = *h;
100
-    assert(image != NULL);
100
+    assert(image != nullptr);
101 101
     assert(width > 0);
102 102
     assert(height > 0);
103 103
     assert((bpp % 8) == 0);
@@ -111,7 +111,7 @@ unsigned char* scaleBuffer(unsigned char* image, unsigned int* w, unsigned int*
111 111
 
112 112
     // Check to see if scaling is needed
113 113
     if (height == original_height && width == original_width)
114
-        return NULL;
114
+        return nullptr;
115 115
 
116 116
     *w = width;
117 117
     *h = height;

+ 30
- 31
src/utils/png.cpp Vedi File

@@ -19,11 +19,11 @@
19 19
 int pngCheck(const char* filename) {
20 20
     png_byte header[8];
21 21
 
22
-    assert(filename != NULL);
22
+    assert(filename != nullptr);
23 23
     assert(filename[0] != '\0');
24 24
 
25 25
     FILE* fp = fopen(filename, "rb");
26
-    if (fp == NULL) {
26
+    if (fp == nullptr) {
27 27
         std::cout << "Could not open " << filename << std::endl;
28 28
         return -1;
29 29
     }
@@ -40,19 +40,20 @@ int pngCheck(const char* filename) {
40 40
 }
41 41
 
42 42
 int pngLoad(const char* filename, unsigned char** image,
43
-            unsigned int* width, unsigned int* height, ColorMode* mode, unsigned int* bpp) {
43
+            unsigned int* width, unsigned int* height,
44
+            TextureManager::ColorMode* mode, unsigned int* bpp) {
44 45
     png_byte header[8];
45 46
 
46
-    assert(filename != NULL);
47
+    assert(filename != nullptr);
47 48
     assert(filename[0] != '\0');
48
-    assert(image != NULL);
49
-    assert(width != NULL);
50
-    assert(height != NULL);
51
-    assert(mode != NULL);
52
-    assert(bpp != NULL);
49
+    assert(image != nullptr);
50
+    assert(width != nullptr);
51
+    assert(height != nullptr);
52
+    assert(mode != nullptr);
53
+    assert(bpp != nullptr);
53 54
 
54 55
     FILE* fp = fopen(filename, "rb");
55
-    if (fp == NULL) {
56
+    if (fp == nullptr) {
56 57
         std::cout << "Could not open " << filename << std::endl;
57 58
         return -1;
58 59
     }
@@ -65,7 +66,7 @@ int pngLoad(const char* filename, unsigned char** image,
65 66
         return -2;
66 67
     }
67 68
 
68
-    png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
69
+    png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
69 70
     if (!png_ptr) {
70 71
         std::cout << "png_create_read_struct returned 0." << std::endl;
71 72
         fclose(fp);
@@ -75,7 +76,7 @@ int pngLoad(const char* filename, unsigned char** image,
75 76
     png_infop info_ptr = png_create_info_struct(png_ptr);
76 77
     if (!info_ptr) {
77 78
         std::cout << "png_create_info_struct returned 0." << std::endl;
78
-        png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL);
79
+        png_destroy_read_struct(&png_ptr, (png_infopp)nullptr, (png_infopp)nullptr);
79 80
         fclose(fp);
80 81
         return -4;
81 82
     }
@@ -83,7 +84,7 @@ int pngLoad(const char* filename, unsigned char** image,
83 84
     png_infop end_info = png_create_info_struct(png_ptr);
84 85
     if (!end_info) {
85 86
         std::cout << "png_create_info_struct returned 0." << std::endl;
86
-        png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL);
87
+        png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) nullptr);
87 88
         fclose(fp);
88 89
         return -5;
89 90
     }
@@ -103,7 +104,7 @@ int pngLoad(const char* filename, unsigned char** image,
103 104
     png_uint_32 tmpWidth, tmpHeight;
104 105
 
105 106
     png_get_IHDR(png_ptr, info_ptr, &tmpWidth, &tmpHeight, &bit_depth, &color_type,
106
-                 NULL, NULL, NULL);
107
+                 nullptr, nullptr, nullptr);
107 108
 
108 109
     *width = tmpWidth;
109 110
     *height = tmpHeight;
@@ -129,14 +130,11 @@ int pngLoad(const char* filename, unsigned char** image,
129 130
     delete [] row_pointers;
130 131
     fclose(fp);
131 132
 
132
-    if (color_type == PNG_COLOR_TYPE_GRAY) {
133
-        *mode = GREYSCALE;
134
-        *bpp = 8;
135
-    } else if (color_type == PNG_COLOR_TYPE_RGB) {
136
-        *mode = RGB;
133
+    if (color_type == PNG_COLOR_TYPE_RGB) {
134
+        *mode = TextureManager::ColorMode::RGB;
137 135
         *bpp = 24;
138 136
     } else if (color_type == PNG_COLOR_TYPE_RGB_ALPHA) {
139
-        *mode = RGBA;
137
+        *mode = TextureManager::ColorMode::RGBA;
140 138
         *bpp = 32;
141 139
     } else {
142 140
         std::cout << filename << ": Unknown libpng color type " << color_type << std::endl;
@@ -164,10 +162,11 @@ int pngLoad(const char* filename, unsigned char** image,
164 162
 }
165 163
 
166 164
 int pngSave(const char* filename, unsigned char* image,
167
-            unsigned int width, unsigned int height, ColorMode mode, unsigned int bpp) {
168
-    assert(filename != NULL);
165
+            unsigned int width, unsigned int height,
166
+            TextureManager::ColorMode mode, unsigned int bpp) {
167
+    assert(filename != nullptr);
169 168
     assert(filename[0] != '\0');
170
-    assert(image != NULL);
169
+    assert(image != nullptr);
171 170
     assert(width > 0);
172 171
     assert(height > 0);
173 172
 
@@ -177,7 +176,7 @@ int pngSave(const char* filename, unsigned char* image,
177 176
         return -1;
178 177
     }
179 178
 
180
-    png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
179
+    png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
181 180
 
182 181
     if (!png_ptr) {
183 182
         std::cout << "png_create_write_struct failed" << std::endl;
@@ -207,15 +206,15 @@ int pngSave(const char* filename, unsigned char* image,
207 206
     }
208 207
 
209 208
     int color_type;
210
-    if ((mode == GREYSCALE) && (bpp == 8)) {
211
-        color_type = PNG_COLOR_TYPE_GRAY;
212
-    } else if (((mode == RGB) || (mode == BGR)) && (bpp == 24)) {
213
-        if (mode == BGR) {
209
+    if (((mode == TextureManager::ColorMode::RGB)
210
+                || (mode == TextureManager::ColorMode::BGR)) && (bpp == 24)) {
211
+        if (mode == TextureManager::ColorMode::BGR) {
214 212
             bgr2rgb24(image, width, height);
215 213
         }
216 214
         color_type = PNG_COLOR_TYPE_RGB;
217
-    } else if (((mode == RGBA) || (mode == BGRA)) && (bpp == 32)) {
218
-        if (mode == BGRA) {
215
+    } else if (((mode == TextureManager::ColorMode::RGBA)
216
+                || (mode == TextureManager::ColorMode::BGRA)) && (bpp == 32)) {
217
+        if (mode == TextureManager::ColorMode::BGRA) {
219 218
             bgra2rgba32(image, width, height);
220 219
         }
221 220
         color_type = PNG_COLOR_TYPE_RGB_ALPHA;
@@ -252,7 +251,7 @@ int pngSave(const char* filename, unsigned char* image,
252 251
         return -8;
253 252
     }
254 253
 
255
-    png_write_end(png_ptr, NULL);
254
+    png_write_end(png_ptr, nullptr);
256 255
 
257 256
     delete [] row_pointers;
258 257
     fclose(fp);

+ 10
- 10
src/utils/tga.cpp Vedi File

@@ -42,7 +42,7 @@ typedef struct {
42 42
 int tgaCheck(const char* filename) {
43 43
     char buffer[10];
44 44
 
45
-    assert(filename != NULL);
45
+    assert(filename != nullptr);
46 46
     assert(filename[0] != '\0');
47 47
 
48 48
     FILE* f = fopen(filename, "rb");
@@ -73,18 +73,18 @@ int tgaLoad(const char* filename, unsigned char** image, unsigned int* width, un
73 73
     tga_t header;
74 74
     char comment[256];
75 75
     unsigned char pixel[4];
76
-    unsigned char* swap_row = NULL;
76
+    unsigned char* swap_row = nullptr;
77 77
     unsigned char tmp, packet;
78 78
     bool must_flip = 0;
79 79
     unsigned int size;
80 80
     unsigned int i, j;
81 81
 
82
-    assert(filename != NULL);
82
+    assert(filename != nullptr);
83 83
     assert(filename[0] != '\0');
84
-    assert(image != NULL);
85
-    assert(width != NULL);
86
-    assert(height != NULL);
87
-    assert(type != NULL);
84
+    assert(image != nullptr);
85
+    assert(width != nullptr);
86
+    assert(height != nullptr);
87
+    assert(type != nullptr);
88 88
 
89 89
     FILE* f = fopen(filename, "rb");
90 90
     if (!f) {
@@ -159,7 +159,7 @@ int tgaLoad(const char* filename, unsigned char** image, unsigned int* width, un
159 159
         printf("Comment: '%s'\n", comment);
160 160
     }
161 161
 
162
-    *image = NULL;
162
+    *image = nullptr;
163 163
     size = header.width * header.height;
164 164
 
165 165
     if (!size || (!(header.colormap_type == 0 && (header.image_type == 2
@@ -311,9 +311,9 @@ int tgaSave(const char* filename, unsigned char* image, unsigned int width, unsi
311 311
     //unsigned int i;
312 312
     //unsigned char tmp;
313 313
 
314
-    assert(filename != NULL);
314
+    assert(filename != nullptr);
315 315
     assert(filename[0] != '\0');
316
-    assert(image != NULL);
316
+    assert(image != nullptr);
317 317
     assert(width > 0);
318 318
     assert(height > 0);
319 319
 

+ 0
- 9
test/CMakeLists.txt Vedi File

@@ -25,15 +25,6 @@ add_executable (tester_loader EXCLUDE_FROM_ALL
25 25
 
26 26
 #################################################################
27 27
 
28
-add_executable (tester_math EXCLUDE_FROM_ALL
29
-    "math.cpp" "../src/math/math.cpp"
30
-    "../src/math/Vec3.cpp"
31
-)
32
-add_dependencies (check tester_math)
33
-add_test (NAME test_math COMMAND tester_math)
34
-
35
-#################################################################
36
-
37 28
 add_executable (tester_script EXCLUDE_FROM_ALL
38 29
     "Script.cpp" "../src/Script.cpp" "../src/main.cpp"
39 30
     "../src/utils/binary.cpp" "../src/Exception.cpp"

+ 0
- 34
test/math.cpp Vedi File

@@ -1,34 +0,0 @@
1
-/*!
2
- * \file test/math.cpp
3
- * \brief Math Unit Test
4
- *
5
- * \author xythobuz
6
- */
7
-
8
-#include <iostream>
9
-
10
-#include "global.h"
11
-#include "math/math.h"
12
-#include "math/Vec3.h"
13
-
14
-#define check(x) if (!(x)) { \
15
-    std::cout << "Test failed: " << #x << std::endl; \
16
-    return -1; \
17
-}
18
-
19
-int main() {
20
-    // math.h
21
-    check(equalEpsilon(42.23f, 42.23f));
22
-    check(!equalEpsilon(42.23f, 23.42f));
23
-
24
-    // Vec3.h
25
-    Vec3 a(42.0f, 23.0f, 66.0f);
26
-    Vec3 b(23.0f, 66.0f, 42.0f);
27
-    Vec3 result(-3390.0f, -246.0f, 2243.0f);
28
-    check(Vec3::cross(a, b) == result);
29
-
30
-    check(equalEpsilon(a * b, 5256.0f));
31
-
32
-    return 0;
33
-}
34
-

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