/*! * \file src/Render.cpp * \brief OpenRaider Renderer class * * \author Mongoose * \author xythobuz */ #include #ifdef __APPLE__ #include #else #include #endif #include #include #include #include "global.h" #include "main.h" #include "Game.h" #include "OpenRaider.h" #include "Render.h" bool compareEntites(const void *voidA, const void *voidB) { entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB; vec_t distA, distB; if (!a || !b) return false; // error really distA = getRender().mViewVolume.getDistToSphereFromNear(a->pos[0], a->pos[1], a->pos[2], 1.0f); distB = getRender().mViewVolume.getDistToSphereFromNear(b->pos[0], b->pos[1], b->pos[2], 1.0f); return (distA < distB); } //////////////////////////////////////////////////////////// // Constructors //////////////////////////////////////////////////////////// Render::Render() { mSkyMesh = -1; mSkyMeshRotation = false; mMode = Render::modeDisabled; mLock = 0; mFlags = (fRoomAlpha | fViewModel | fSprites | fRoomModels | fEntityModels | fRenderPonytail | fUsePortals | fUpdateRoomListPerFrame); } Render::~Render() { ClearWorld(); } //////////////////////////////////////////////////////////// // Public Accessors //////////////////////////////////////////////////////////// void Render::screenShot(char *filenameBase) { mTexture.glScreenShot(filenameBase, getWindow().mWidth, getWindow().mHeight); } unsigned int Render::getFlags() { return mFlags; } //////////////////////////////////////////////////////////// // Public Mutators //////////////////////////////////////////////////////////// void Render::loadTexture(unsigned char *image, unsigned int width, unsigned int height, unsigned int id) { glColor3fv(WHITE); mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id); } int Render::initTextures(char *textureDir) { char filename[128]; unsigned int numTextures = 0; unsigned char color[4]; mTexture.reset(); mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc However, color texturegen is a lot */ mTexture.setFlag(Texture::fUseMipmaps); color[0] = 0xff; color[1] = 0xff; color[2] = 0xff; color[3] = 0xff; if (mTexture.loadColorTexture(color, 32, 32) > -1) numTextures++; //! \fixme Error Checking. Return negative error code, check in calling place too snprintf(filename, 126, "%s/%s", textureDir, "splash.tga"); filename[127] = 0; if (mTexture.loadTGA(filename) > -1) numTextures++; return numTextures; } void Render::ClearWorld() { mRoomRenderList.clear(); for (unsigned int i = 0; i < mModels.size(); i++) { if (mModels[i]) delete mModels[i]; } mModels.clear(); } // Texture must be set to WHITE solid color texture void renderTrace(int color, vec3_t start, vec3_t end) { const float widthStart = 10.0f; //5.0f; const float widthEnd = 10.0f; float delta = randomNum(0.01f, 0.16f); // for flicker fx // Draw two long quads that skrink and fade the they go further out glBegin(GL_QUADS); switch (color) { case 0: glColor3f(0.9f - delta, 0.2f, 0.2f); break; case 1: glColor3f(0.2f, 0.9f - delta, 0.2f); break; case 2: default: glColor3f(0.2f, 0.2f, 0.9f - delta); } glVertex3f(start[0], start[1], start[2]); glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart); glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd); glVertex3f(end[0], end[1], end[2]); glVertex3f(start[0], start[1], start[2]); glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart); glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd); glVertex3f(end[0], end[1], end[2]); glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart); glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart); glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd); glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd); glEnd(); } void setLighting(bool on) { if (on) { glEnable(GL_LIGHTING); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE); } else { glDisable(GL_LIGHTING); } } void lightRoom(Room &room) { for (unsigned int i = 0; i < room.sizeLights(); ++i) { Light &light = room.getLight(i); vec4_t pos, color; vec3_t dir; light.getPos(pos); light.getColor(color); light.getDir(dir); glEnable(GL_LIGHT0 + i); switch (light.getType()) { case Light::typeSpot: glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff()); glLightfv(GL_LIGHT0 + i, GL_POSITION, pos); glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir); glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); break; case Light::typePoint: case Light::typeDirectional: glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0 // GL_QUADRATIC_ATTENUATION // GL_LINEAR_ATTENUATION glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt()); glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE glLightfv(GL_LIGHT0 + i, GL_POSITION, pos); break; } } } void Render::clearFlags(unsigned int flags) { // _defaults |= flags; // Force removal if it wasn't set mFlags ^= flags; if (flags & Render::fFog) { if (glIsEnabled(GL_FOG)) { glDisable(GL_FOG); } } if (flags & Render::fGL_Lights) { setLighting(false); } } void Render::setFlags(unsigned int flags) { mFlags |= flags; if (flags & Render::fFog) { glEnable(GL_FOG); glFogf(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_DENSITY, 0.00008f); glFogf(GL_FOG_START, 30000.0f); glFogf(GL_FOG_END, 50000.0f); glFogfv(GL_FOG_COLOR, BLACK); } if (flags & Render::fGL_Lights) { setLighting(true); } } int Render::getMode() { return mMode; } void Render::setMode(int n) { mMode = n; switch (mMode) { case Render::modeDisabled: break; case Render::modeSolid: case Render::modeWireframe: glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1], NEXT_PURPLE[2], NEXT_PURPLE[3]); glDisable(GL_TEXTURE_2D); break; default: if (mMode == Render::modeLoadScreen) { glBlendFunc(GL_SRC_ALPHA, GL_ONE); } else { glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]); glEnable(GL_TEXTURE_2D); } } // Replaced the deprecated gluLookAt with slightly modified code from here: // http://www.khronos.org/message_boards/showthread.php/4991 void gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ) { float f[3]; // calculating the viewing vector f[0] = lookAtX - eyeX; f[1] = lookAtY - eyeY; f[2] = lookAtZ - eyeZ; float fMag, upMag; fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]); upMag = sqrtf(upX * upX + upY * upY + upZ * upZ); // normalizing the viewing vector f[0] = f[0] / fMag; f[1] = f[1] / fMag; f[2] = f[2] / fMag; float s[3] = { f[1] * upZ - upY * f[2], upX * f[2] - f[0] * upZ, f[0] * upY - upX * f[1] }; float u[3] = { s[1] * f[2] - f[1] * s[2], f[0] * s[2] - s[0] * f[2], s[0] * f[1] - f[0] * s[1] }; float m[16] = { s[0], u[0], -f[0], 0, s[1], u[1], -f[1], 0, s[2], u[2], -f[2], 0, 0, 0, 0, 1 }; glMultMatrixf(m); glTranslatef(-eyeX, -eyeY, -eyeZ); } void Render::display() { vec3_t curPos; vec3_t camPos; vec3_t atPos; int index; switch (mMode) { case Render::modeDisabled: return; case Render::modeLoadScreen: //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01 drawLoadScreen(); return; default: ; } if (mMode == Render::modeWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); index = -1; if (getGame().mLara) { float yaw; int sector; float camOffsetH = 0.0f; switch (getGame().mLara->moveType) { case worldMoveType_fly: case worldMoveType_noClipping: case worldMoveType_swim: camOffsetH = 64.0f; break; case worldMoveType_walk: case worldMoveType_walkNoSwim: camOffsetH = 512.0f; break; } curPos[0] = getGame().mLara->pos[0]; curPos[1] = getGame().mLara->pos[1]; curPos[2] = getGame().mLara->pos[2]; yaw = getGame().mLara->angles[1]; index = getGame().mLara->room; // Mongoose 2002.08.24, New 3rd person camera hack camPos[0] = curPos[0]; camPos[1] = curPos[1] - camOffsetH; // UP is lower val camPos[2] = curPos[2]; camPos[0] -= (1024.0f * sinf(yaw)); camPos[2] -= (1024.0f * cosf(yaw)); sector = getWorld().getSector(index, camPos[0], camPos[2]); // Handle camera out of world if (sector < 0 || getWorld().isWall(index, sector)) { camPos[0] = curPos[0] + (64.0f * sinf(yaw)); camPos[1] -= 64.0f; camPos[2] = curPos[2] + (64.0f * cosf(yaw)); } getCamera().setPosition(camPos); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // Setup view in OpenGL with camera getCamera().update(); getCamera().getPosition(camPos); getCamera().getTarget(atPos); // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f); // Update view volume for vising updateViewVolume(); // Let's see the LoS -- should be event controled if (getGame().mLara) { // SkeletalModel *mdl = getGame().mLara->tmpHook; // Draw in solid colors glDisable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); if (getGame().mLara->state == 64) // eWeaponFire { vec3_t u, v; //, s, t; // Center of getGame().mLara u[0] = curPos[0]; u[1] = curPos[1] - 512.0f; u[2] = curPos[2]; // Location getGame().mLara is aiming at? ( Not finished yet ) v[0] = u[0] + (9000.0f * sinf(getGame().mLara->angles[1])); v[1] = u[1] + (9000.0f * sinf(getGame().mLara->angles[2])); v[2] = u[2] + (9000.0f * cosf(getGame().mLara->angles[1])); // Test tracing of aim renderTrace(0, u, v); // v = target } entity_t *route = getGame().mLara->master; while (route) { if (route->master) { renderTrace(1, route->pos, route->master->pos); } route = route->master; } glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); } // Render world glColor3fv(DIM_WHITE); // was WHITE drawSkyMesh(96.0); // Figure out how much of the map to render newRoomRenderList(index); // Room solid pass, need to do depth sorting to avoid 2 pass render for (unsigned int i = 0; i < mRoomRenderList.size(); i++) { Room &room = *mRoomRenderList[i]; if (mFlags & Render::fGL_Lights) { lightRoom(room); } drawRoom(room, false); } // Draw all visible enities if (mFlags & Render::fEntityModels) { entity_t *e; std::vector entityRenderList; std::vector *entities = getWorld().getEntities(); for (unsigned int i = 0; i < entities->size(); i++) { e = entities->at(i); // Mongoose 2002.03.26, Don't show lara to it's own player if (!e || e == getGame().mLara) { continue; } // Mongoose 2002.08.15, Nothing to draw, skip // Mongoose 2002.12.24, Some entities have no animation =p if (e->tmpHook) if (e->tmpHook->model->animation.empty()) continue; // Is it in view volume? ( Hack to use sphere ) if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f)) continue; //! \fixme Is it in a room we're rendering? //if (mRoomRenderList[e->room] == 0x0) //{ // continue; //} entityRenderList.push_back(e); } // Draw objects not tied to rooms glPushMatrix(); drawObjects(); glPopMatrix(); // Depth sort entityRenderList with qsort std::sort(entityRenderList.begin(), entityRenderList.end(), compareEntites); for (unsigned int i = 0; i < entityRenderList.size(); i++) { e = entityRenderList[i]; glPushMatrix(); glTranslatef(e->pos[0], e->pos[1], e->pos[2]); glRotatef(e->angles[1], 0, 1, 0); drawModel(e->tmpHook); glPopMatrix(); } } // Room alpha pass // Skip room alpha pass for modes w/o texture if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) { for (unsigned int i = 0; i < mRoomRenderList.size(); i++) { drawRoom(*mRoomRenderList[i], true); } } if (mMode == Render::modeWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glFlush(); } void Render::drawLoadScreen() { float x = 0.0f, y = 0.0f, z = -160.0f; float w, h; if (getWindow().mWidth < getWindow().mHeight) w = h = (float)getWindow().mWidth; else w = h = (float)getWindow().mHeight; if (mTexture.getTextureCount() <= 0) return; // Mongoose 2002.01.01, Rendered while game is loading... //! \fixme seperate logo/particle coor later glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor3fv(WHITE); if (mFlags & Render::fGL_Lights) glDisable(GL_LIGHTING); // Mongoose 2002.01.01, Draw logo/load screen glTranslatef(0.0f, 0.0f, -2000.0f); glRotatef(180.0f, 1.0f, 0.0f, 0.0f); mTexture.bindTextureId(1); //! \fixme store texture id somewhere glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(1.0, 1.0); glVertex3f(x + w, y + h, z); glTexCoord2f(0.0, 1.0); glVertex3f(x - w, y + h, z); glTexCoord2f(1.0, 0.0); glVertex3f(x + w, y - h, z); glTexCoord2f(0.0, 0.0); glVertex3f(x - w, y - h, z); glEnd(); if (mFlags & Render::fGL_Lights) glEnable(GL_LIGHTING); glFlush(); } void Render::newRoomRenderList(int index) { static int currentRoomId = -1; if (mFlags & Render::fUsePortals) { if (index == -1) // -1 is error, so draw room 0, for the hell of it { mRoomRenderList.clear(); mRoomRenderList.push_back(&getWorld().getRoom(0)); } else { // Update room render list if needed if (mFlags & Render::fUpdateRoomListPerFrame || currentRoomId != index) { buildRoomRenderList(getWorld().getRoom(index)); } } } else // Render all rooms pretty much { if (currentRoomId != index || index == -1) { printf("*** Room render list -> %i\n", index); mRoomRenderList.clear(); for (unsigned int i = 0; i < getWorld().sizeRoom(); i++) { vec3_t bbox[2]; getWorld().getRoom(i).getBoundingBox(bbox); if (!isVisible(bbox[0], bbox[1])) continue; mRoomRenderList.push_back(&getWorld().getRoom(i)); } } } currentRoomId = index; } void Render::buildRoomRenderList(Room &room) { // Must be visible //! \fixme Add depth sorting here - remove multipass vec3_t bbox[2]; room.getBoundingBox(bbox); if (!isVisible(bbox[0], bbox[1])) return; // Must not already be cached for (unsigned int i = 0; i < mRoomRenderList.size(); i++) { Room &room2 = *mRoomRenderList[i]; if (&room2 == &room) return; } /* Add current room to list */ mRoomRenderList.push_back(&room); if (mFlags & Render::fOneRoom) { return; } else if (mFlags & Render::fAllRooms) /* Are you serious? */ { for (unsigned int i = 0; i < getWorld().sizeRoom(); i++) { Room &room2 = getWorld().getRoom(i); if (&room2 != &room) { buildRoomRenderList(room2); } } return; } // Try to add adj rooms and their adj rooms, skip this room for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++) { if (room.getAdjacentRoom(i) < 0) continue; Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i)); // Mongoose 2002.03.22, Add portal visibility check here if (&room2 != &room) { buildRoomRenderList(room2); } } } void Render::drawSkyMesh(float scale) { skeletal_model_t *model = getWorld().getModel(mSkyMesh); if (!model) return; glDisable(GL_DEPTH_TEST); glPushMatrix(); if (mSkyMeshRotation) { glRotated(90.0, 1, 0, 0); } glTranslated(0.0, 1000.0, 0.0); glScaled(scale, scale, scale); //drawModel(model); //drawModelMesh(getWorld().getMesh(mSkyMesh), ); glPopMatrix(); glEnable(GL_DEPTH_TEST); } void Render::drawObjects() { // Draw lara or other player model ( move to entity rendering method ) if (mFlags & Render::fViewModel && getGame().mLara && getGame().mLara->tmpHook) { SkeletalModel *mdl = getGame().mLara->tmpHook; if (mdl) { int frame; // Mongoose 2002.03.22, Test 'idle' aniamtions if (!getGame().mLara->moving) { frame = mdl->getIdleAnimation(); // Mongoose 2002.08.15, Stop flickering of idle lara here if (frame == 11) { mdl->setFrame(0); } } else { frame = mdl->getAnimation(); } animation_frame_t *animation = mdl->model->animation[frame]; if (animation && mdl->getFrame() > (int)animation->frame.size()-1) { mdl->setFrame(0); } } glPushMatrix(); glTranslated(getGame().mLara->pos[0], getGame().mLara->pos[1], getGame().mLara->pos[2]); glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0); drawModel(getGame().mLara->tmpHook); glPopMatrix(); } // Mongoose 2002.03.22, Draw sprites after player to handle alpha if (mFlags & Render::fSprites) { for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) { SpriteSequence &sprite = getWorld().getSprite(i); for (unsigned int j = 0; j < sprite.size(); j++) sprite.get(j).display(); } } } void Render::drawModel(SkeletalModel *model) { animation_frame_t *animation; bone_frame_t *boneframe; bone_frame_t *boneframe2 = 0x0; bone_tag_t *tag; bone_tag_t *tag2; int bframe, aframe; skeletal_model_t *mdl; if (!model || !model->model) return; mdl = model->model; aframe = model->getAnimation(); bframe = model->getFrame(); animation = mdl->animation[aframe]; if (!animation) { #ifdef DEBUG printf("ERROR: No animation for model[%i].aframe[%i] %lu\n", mdl->id, aframe, mdl->animation.size()); #endif return; } if (animation->frame.empty()) { #ifdef DEBUG printf("ERROR: No boneframes?!?! *** %i:%i ***\n", mdl->id, bframe); #endif return; } boneframe = animation->frame[bframe]; if (!boneframe) return; if (boneframe->tag.empty()) { printf("Empty bone frame?!?!\n"); return; } glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]); for (unsigned int a = 0; a < boneframe->tag.size(); a++) { tag = boneframe->tag[a]; if (!tag) continue; if (a == 0) { if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1]) glRotatef(tag->rot[1], 0, 1, 0); if (!equalEpsilon(tag->rot[0], 0.0f)) glRotatef(tag->rot[0], 1, 0, 0); if (!equalEpsilon(tag->rot[2], 0.0f)) glRotatef(tag->rot[2], 0, 0, 1); } else { if (tag->flag & 0x01) glPopMatrix(); if (tag->flag & 0x02) glPushMatrix(); glTranslatef(tag->off[0], tag->off[1], tag->off[2]); if (!equalEpsilon(tag->rot[1], 0.0f)) glRotatef(tag->rot[1], 0, 1, 0); if (!equalEpsilon(tag->rot[0], 0.0f)) glRotatef(tag->rot[0], 1, 0, 0); if (!equalEpsilon(tag->rot[2], 0.0f)) glRotatef(tag->rot[2], 0, 0, 1); } // Draw layered lara in TR4 ( 2 meshes per tag ) if (mdl->tr4Overlay == 1) { boneframe2 = (mdl->animation[0])->frame[0]; if (boneframe2) { tag2 = boneframe2->tag[a]; if (tag2) { drawModelMesh(getWorld().getMesh(tag2->mesh), Render::skeletalMesh); } } } if (mFlags & Render::fRenderPonytail) { if (mdl->ponytailId > 0 && a == 14) { glPushMatrix(); // Mongoose 2002.08.30, TEST to align offset glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]); glRotatef(mdl->ponytailAngle, 1, 0, 0); // HACK: To fill TR4 void between ponytail/head // since no vertex welds are implemented yet if (mdl->tr4Overlay == 1) { glScalef(1.20f, 1.20f, 1.20f); } #ifdef EXPERIMENTAL_NON_ITEM_RENDER drawModel(mModels[mdl->ponytail], 0, 0); #else for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i) { glPushMatrix(); if (i > 0) { glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0); glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0); glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1); glTranslatef(0.0, 0.0, mdl->ponyOff); } if (mdl->pigtails) { glPushMatrix(); glTranslatef(mdl->ponyOff2, 0.0, 0.0); drawModelMesh(getWorld().getMesh(mdl->ponytailMeshId + i), Render::skeletalMesh); glPopMatrix(); glPushMatrix(); glTranslatef(-mdl->ponyOff2, 0.0, 0.0); drawModelMesh(getWorld().getMesh(mdl->ponytailMeshId + i), Render::skeletalMesh); glPopMatrix(); } else { drawModelMesh(getWorld().getMesh(mdl->ponytailMeshId + i), Render::skeletalMesh); } } for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i) { glPopMatrix(); } #endif glPopMatrix(); } } drawModelMesh(getWorld().getMesh(tag->mesh), Render::skeletalMesh); } // Cycle frames ( cheap hack from old ent state based system ) if (mFlags & fAnimateAllModels) { if (model->getFrame() + 1 > (int)animation->frame.size()-1) { model->setFrame(0); } else { model->setFrame(model->getFrame()+1); } } } void draw_bbox(vec3_t min, vec3_t max, bool draw_points, const vec4_t c1, const vec4_t c2) { // Bind before entering now //glBindTexture(GL_TEXTURE_2D, 1); glPointSize(4.0); //glLineWidth(1.25); //! \fixme Need to make custom color key for this glColor3fv(c1); glBegin(GL_POINTS); glVertex3f(max[0], max[1], max[2]); glVertex3f(min[0], min[1], min[2]); if (draw_points) { glVertex3f(max[0], min[1], max[2]); glVertex3f(min[0], max[1], max[2]); glVertex3f(max[0], max[1], min[2]); glVertex3f(min[0], min[1], max[2]); glVertex3f(min[0], max[1], min[2]); glVertex3f(max[0], min[1], min[2]); } glEnd(); glColor3fv(c2); glBegin(GL_LINES); // max, top quad glVertex3f(max[0], max[1], max[2]); glVertex3f(max[0], min[1], max[2]); glVertex3f(max[0], max[1], max[2]); glVertex3f(min[0], max[1], max[2]); glVertex3f(max[0], max[1], max[2]); glVertex3f(max[0], max[1], min[2]); // max-min, vertical quads glVertex3f(min[0], max[1], max[2]); glVertex3f(min[0], max[1], min[2]); glVertex3f(max[0], min[1], max[2]); glVertex3f(max[0], min[1], min[2]); glVertex3f(max[0], min[1], max[2]); glVertex3f(min[0], min[1], max[2]); // min-max, vertical quads glVertex3f(max[0], max[1], min[2]); glVertex3f(max[0], min[1], min[2]); glVertex3f(max[0], max[1], min[2]); glVertex3f(min[0], max[1], min[2]); glVertex3f(min[0], max[1], max[2]); glVertex3f(min[0], min[1], max[2]); // min, bottom quad glVertex3f(min[0], min[1], min[2]); glVertex3f(min[0], max[1], min[2]); glVertex3f(min[0], min[1], min[2]); glVertex3f(max[0], min[1], min[2]); glVertex3f(min[0], min[1], min[2]); glVertex3f(min[0], min[1], max[2]); glEnd(); glPointSize(1.0); //glLineWidth(1.0); } void Render::drawRoom(Room &room, bool draw_alpha) { if (!(mFlags & Render::fRoomAlpha) && draw_alpha) return; glPushMatrix(); //LightingSetup(); mTexture.bindTextureId(0); // WHITE texture if (!draw_alpha && (mFlags & Render::fPortals || mMode == Render::modeWireframe)) { glLineWidth(2.0); glColor3fv(RED); for (unsigned int i = 0; i < room.sizePortals(); i++) { Portal &portal = room.getPortal(i); vec3_t vertices[4]; portal.getVertices(vertices); glBegin(GL_LINE_LOOP); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glEnd(); } glLineWidth(1.0); } if (mMode == Render::modeWireframe && !draw_alpha) { vec3_t bbox[2]; room.getBoundingBox(bbox); draw_bbox(bbox[0], bbox[1], true, RED, GREEN); } vec3_t pos; room.getPos(pos); glTranslated(pos[0], pos[1], pos[2]); // Reset since GL_MODULATE used, reset to WHITE glColor3fv(WHITE); switch (mMode) { case modeWireframe: room.getMesh().mMode = Mesh::MeshModeWireframe; break; case modeSolid: room.getMesh().mMode = Mesh::MeshModeSolid; break; default: room.getMesh().mMode = Mesh::MeshModeTexture; break; } if (draw_alpha) room.getMesh().drawAlpha(); else room.getMesh().drawSolid(); glPopMatrix(); //mTexture.bindTextureId(0); // Draw other room meshes and sprites if (draw_alpha || mMode == modeWireframe || mMode == modeSolid) { if (mFlags & Render::fRoomModels) { room.sortModels(); for (unsigned int i = 0; i < room.sizeModels(); i++) { room.getModel(i).display(); } } // Draw other room alpha polygon objects if (mFlags & Render::fSprites) { for (unsigned int i = 0; i < room.sizeSprites(); i++) { room.getSprite(i).display(); } } } } void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri) { glBegin(GL_TRIANGLES); switch (mMode) { case modeSolid: case modeVertexLight: if (r_mesh->colors) { glColor3fv(r_mesh->colors+ttri->index[0]); glTexCoord2fv(ttri->st); glVertex3fv(r_mesh->vertices+ttri->index[0]*3); glColor3fv(r_mesh->colors+ttri->index[1]); glTexCoord2fv(ttri->st+2); glVertex3fv(r_mesh->vertices+ttri->index[1]*3); glColor3fv(r_mesh->colors+ttri->index[2]); glTexCoord2fv(ttri->st+4); glVertex3fv(r_mesh->vertices+ttri->index[2]*3); } else if (r_mesh->normals) { glNormal3fv(r_mesh->normals+ttri->index[0]*3); glTexCoord2fv(ttri->st); glVertex3fv(r_mesh->vertices+ttri->index[0]*3); glNormal3fv(r_mesh->normals+ttri->index[1]*3); glTexCoord2fv(ttri->st+2); glVertex3fv(r_mesh->vertices+ttri->index[1]*3); glNormal3fv(r_mesh->normals+ttri->index[2]*3); glTexCoord2fv(ttri->st+4); glVertex3fv(r_mesh->vertices+ttri->index[2]*3); } else { glTexCoord2fv(ttri->st); glVertex3fv(r_mesh->vertices+ttri->index[0]*3); glTexCoord2fv(ttri->st+2); glVertex3fv(r_mesh->vertices+ttri->index[1]*3); glTexCoord2fv(ttri->st+4); glVertex3fv(r_mesh->vertices+ttri->index[2]*3); } break; case modeWireframe: glVertex3fv(r_mesh->vertices+ttri->index[0]*3); glVertex3fv(r_mesh->vertices+ttri->index[1]*3); glVertex3fv(r_mesh->vertices+ttri->index[2]*3); break; default: glTexCoord2fv(ttri->st); glVertex3fv(r_mesh->vertices+ttri->index[0]*3); glTexCoord2fv(ttri->st+2); glVertex3fv(r_mesh->vertices+ttri->index[1]*3); glTexCoord2fv(ttri->st+4); glVertex3fv(r_mesh->vertices+ttri->index[2]*3); } glEnd(); } void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type) { texture_tri_t *ttri; int lastTexture = -1; // If they pass NULL structs let it hang up - this is tmp //! \fixme Duh, vis tests need to be put back //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox)) //{ // return; //} #ifdef USE_GL_ARRAYS // Setup Arrays ( move these to another method depends on mMode ) glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices); if (r_mesh->normals) { glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals); } if (r_mesh->colors) { glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, r_mesh->colors); } //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st); //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j); glBegin(GL_TRIANGLES); for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++) { ttri = r_mesh->texturedTriangles[i]; if (!ttri) continue; for (k = 0; k < 4; ++k) { index = mQuads[i].quads[j*4+k]; glTexCoord2fv(mQuads[i].texcoors[j*4+k]); glArrayElement(mVertices[index]); } } glEnd(); #endif //! \fixme 'AMBIENT' -- Mongoose 2002.01.08 glColor3fv(WHITE); if (mMode == modeWireframe) { switch (type) { case roomMesh: glColor3fv(YELLOW); break; case skeletalMesh: glColor3fv(WHITE); break; } } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors // Colored Triagles for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++) { ttri = r_mesh->coloredTriangles[i]; if (!ttri) continue; if (mMode != modeWireframe && mMode != modeSolid && ttri->texture != lastTexture) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, ttri->texture+1); lastTexture = ttri->texture; } tmpRenderModelMesh(r_mesh, ttri); } // Colored Rectagles for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++) { ttri = r_mesh->coloredRectangles[i]; if (!ttri) continue; if (mMode != modeWireframe && mMode != modeSolid && ttri->texture != lastTexture) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, ttri->texture+1); lastTexture = ttri->texture; } tmpRenderModelMesh(r_mesh, ttri); } // Textured Tris for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++) { ttri = r_mesh->texturedTriangles[i]; if (!ttri) continue; if (mMode != modeWireframe && mMode != modeSolid && ttri->texture != lastTexture) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, ttri->texture+1); lastTexture = ttri->texture; } tmpRenderModelMesh(r_mesh, ttri); } // Textured Quads for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++) { ttri = r_mesh->texturedRectangles[i]; if (!ttri) continue; if (mMode != modeWireframe && mMode != modeSolid && ttri->texture != lastTexture) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, ttri->texture+1); lastTexture = ttri->texture; } tmpRenderModelMesh(r_mesh, ttri); } } void Render::setSkyMesh(int index, bool rot) { mSkyMesh = index; mSkyMeshRotation = rot; } void Render::ViewModel(entity_t *ent, int index) { skeletal_model_t *model; if (!ent) { return; } model = getWorld().getModel(index); if (model) { ent->modelId = index; printf("Viewmodel skeletal model %i\n", model->id); } } void Render::addSkeletalModel(SkeletalModel *mdl) { mModels.push_back(mdl); } void Render::updateViewVolume() { matrix_t proj; matrix_t mdl; glGetFloatv(GL_PROJECTION_MATRIX, proj); glGetFloatv(GL_MODELVIEW_MATRIX, mdl); mViewVolume.updateFrame(proj, mdl); } bool Render::isVisible(float bbox_min[3], float bbox_max[3]) { // For debugging purposes if (mMode == Render::modeWireframe) { //glPointSize(5.0); //glColor3fv(PINK); //glBegin(GL_POINTS); //glVertex3fv(bbox_min); //glVertex3fv(bbox_max); //glEnd(); draw_bbox(bbox_min, bbox_max, true, PINK, RED); } return mViewVolume.isBboxInFrustum(bbox_min, bbox_max); } bool Render::isVisible(float x, float y, float z) { // For debugging purposes if (mMode == Render::modeWireframe) { glPointSize(5.0); glColor3fv(PINK); glBegin(GL_POINTS); glVertex3f(x, y, z); glEnd(); } return (mViewVolume.isPointInFrustum(x, y, z)); } bool Render::isVisible(float x, float y, float z, float radius) { // For debugging purposes if (mMode == Render::modeWireframe) { glPointSize(5.0); glColor3fv(PINK); glBegin(GL_POINTS); glVertex3f(x, y, z); glEnd(); } return (mViewVolume.isSphereInFrustum(x, y, z, radius)); }