/*! * \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); } bool compareStaticModels(const void *voidA, const void *voidB) { static_model_t *a = (static_model_t *)voidA, *b = (static_model_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], 128.0f); distB = getRender().mViewVolume.getDistToSphereFromNear(b->pos[0], b->pos[1], b->pos[2], 128.0f); return (distA < distB); } bool compareRoomDist(const void *voidA, const void *voidB) { const RenderRoom *a = static_cast(voidA); const RenderRoom *b = static_cast(voidB); if (!a || !b || !a->room || !b->room) return false; // error really return (a->dist < b->dist); } //////////////////////////////////////////////////////////// // Constructors //////////////////////////////////////////////////////////// Render::Render() { mSkyMesh = -1; mSkyMeshRotation = false; mMode = Render::modeDisabled; mLock = 0; mFlags = (fRoomAlpha | fViewModel | fSprites | fRoomModels | fEntityModels | 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::addRoom(RenderRoom *room) { mRooms.push_back(room); } 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() { getGame().mLara = NULL; mRoomRenderList.clear(); for (unsigned int i = 0; i < mRooms.size(); i++) { if (mRooms[i]) delete mRooms[i]; } mRooms.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(RenderRoom *room) { unsigned int i; Light *light; for (i = 0; i < room->lights.size(); ++i) { light = room->lights[i]; if (!light) continue; glEnable(GL_LIGHT0 + i); switch (light->mType) { case Light::typeSpot: glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff); glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos); glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir); glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); 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->mAtt); glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos); 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; RenderRoom *room; int index; #ifdef DEBUG_MATRIX gl_test_reset(); #endif 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 = (SkeletalModel *)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 = mRoomRenderList[i]; if (room) { 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) { SkeletalModel *mdl = static_cast(e->tmpHook); if (mdl->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; // 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(static_cast(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++) { room = mRoomRenderList[i]; if (room) { drawRoom(room, true); } } } if (mMode == Render::modeWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Mongoose 2002.01.01, Test matrix ops #ifdef DEBUG_MATRIX if (gl_test_val()) { printf("ERROR in matrix stack %i\n", gl_test_val()); } #endif 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; RenderRoom *room; if (mFlags & Render::fUsePortals) { if (index == -1) // -1 is error, so draw room 0, for the hell of it { room = mRooms[0]; mRoomRenderList.clear(); if (room) { mRoomRenderList.push_back(room); } } else { // Update room render list if needed if (mFlags & Render::fUpdateRoomListPerFrame || currentRoomId != index) { mRoomRenderList.clear(); room = mRooms[index]; buildRoomRenderList(room); } } } 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 < mRooms.size(); i++) { room = mRooms[i]; if (!room || !room->room) continue; if (!isVisible(room->room->bbox_min, room->room->bbox_max)) continue; //room->dist = //mViewVolume.getDistToBboxFromNear(room->room->bbox_min, // room->room->bbox_max); mRoomRenderList.push_back(room); } } } // Depth Sort roomRenderList ( no use in that, work on portals first ) std::sort(mRoomRenderList.begin(), mRoomRenderList.end(), compareRoomDist); currentRoomId = index; } void Render::buildRoomRenderList(RenderRoom *rRoom) { RenderRoom *rRoom2; // Must exist if (!rRoom || !rRoom->room) return; // Must be visible //! \fixme Add depth sorting here - remove multipass if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max)) return; // Must not already be cached for (unsigned int i = 0; i < mRoomRenderList.size(); i++) { rRoom2 = mRoomRenderList[i]; if (rRoom2 == rRoom) return; } //rRoom->dist = //mViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min, // rRoom->room->bbox_max); /* Add current room to list */ mRoomRenderList.push_back(rRoom); if (mFlags & Render::fOneRoom) { return; } else if (mFlags & Render::fAllRooms) /* Are you serious? */ { for (unsigned int i = 0; i < mRooms.size(); i++) { rRoom2 = mRooms[i]; if (rRoom2 && rRoom2 != rRoom) { buildRoomRenderList(rRoom2); } } return; } // Try to add adj rooms and their adj rooms, skip this room for (unsigned int i = 1; i < rRoom->room->adjacentRooms.size(); i++) { if (rRoom->room->adjacentRooms[i] < 0) continue; rRoom2 = mRooms[rRoom->room->adjacentRooms[i]]; // Mongoose 2002.03.22, Add portal visibility check here if (rRoom2 && rRoom2 != rRoom) { buildRoomRenderList(rRoom2); } } } 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() { #ifdef USING_FPS_CAMERA vec3_t curPos; #endif sprite_seq_t *sprite; int frame; // Draw lara or other player model ( move to entity rendering method ) if (mFlags & Render::fViewModel && getGame().mLara && getGame().mLara->tmpHook) { SkeletalModel *mdl = static_cast(getGame().mLara->tmpHook); if (mdl) { // 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(); #ifdef USING_FPS_CAMERA getCamera().getPosition(curPos); glTranslated(curPos[0], curPos[1], curPos[2]); glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0); glTranslated(0, 500, 1200); #else glTranslated(getGame().mLara->pos[0], getGame().mLara->pos[1], getGame().mLara->pos[2]); glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0); #endif drawModel(static_cast(getGame().mLara->tmpHook)); glPopMatrix(); } // Mongoose 2002.03.22, Draw sprites after player to handle alpha if (mFlags & Render::fSprites) { std::vector *sprites; sprites = getWorld().getSprites(); for (unsigned int i = 0; i < sprites->size(); i++) { sprite = sprites->at(i); if (!sprite) continue; if (sprite->sprite && sprite->num_sprites) { for (int j = 0; j < sprite->num_sprites; j++) { drawSprite((sprite_t *)(sprite->sprite+j)); } } } } } 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_RENDER 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) { // 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(RED); 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(GREEN); 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 draw_bbox_color(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(RenderRoom *rRoom, bool draw_alpha) { room_mesh_t *room; if (!rRoom || !rRoom->room) return; room = rRoom->room; if (!(mFlags & Render::fRoomAlpha) && draw_alpha) return; glPushMatrix(); //LightingSetup(); mTexture.bindTextureId(0); // WHITE texture if (!draw_alpha && (mFlags & Render::fPortals || mMode == Render::modeWireframe)) { portal_t *portal; glLineWidth(2.0); glColor3fv(RED); for (unsigned int i = 0; i < room->portals.size(); i++) { portal = room->portals[i]; if (!portal) continue; glBegin(GL_LINE_LOOP); glVertex3fv(portal->vertices[0]); glVertex3fv(portal->vertices[1]); glVertex3fv(portal->vertices[2]); glVertex3fv(portal->vertices[3]); glEnd(); } glLineWidth(1.0); #ifdef OBSOLETE glColor3fv(RED); for (i = 0; i < (int)room->num_boxes; ++i) { // Mongoose 2002.08.14, This is a simple test - // these like portals are really planes glBegin(GL_QUADS); glVertex3fv(room->boxes[i].a.pos); glVertex3fv(room->boxes[i].b.pos); glVertex3fv(room->boxes[i].c.pos); glVertex3fv(room->boxes[i].d.pos); glEnd(); } #endif } if (mMode == Render::modeWireframe && !draw_alpha) { draw_bbox(room->bbox_min, room->bbox_max, true); } glTranslated(room->pos[0], room->pos[1], room->pos[2]); // Reset since GL_MODULATE used, reset to WHITE glColor3fv(WHITE); switch (mMode) { case modeWireframe: rRoom->mesh.mMode = Mesh::MeshModeWireframe; break; case modeSolid: rRoom->mesh.mMode = Mesh::MeshModeSolid; break; default: rRoom->mesh.mMode = Mesh::MeshModeTexture; break; } if (draw_alpha) { rRoom->mesh.drawAlpha(); } else { rRoom->mesh.drawSolid(); } glPopMatrix(); //mTexture.bindTextureId(0); // Draw other room meshes and sprites if (draw_alpha || mMode == modeWireframe || mMode == modeSolid) { if (mFlags & Render::fRoomModels) { static_model_t *mdl; for (unsigned int i = 0; i < room->models.size(); i++) { mdl = room->models[i]; if (!mdl) continue; mdl->pos[0] += room->pos[0]; mdl->pos[1] += room->pos[1]; mdl->pos[2] += room->pos[2]; // Depth sort room model render list with qsort std::sort(room->models.begin(), room->models.end(), compareStaticModels); mdl->pos[0] -= room->pos[0]; mdl->pos[1] -= room->pos[1]; mdl->pos[2] -= room->pos[2]; } for (unsigned int i = 0; i < room->models.size(); i++) { drawRoomModel(room->models[i]); } } // Draw other room alpha polygon objects if (mFlags & Render::fSprites) { for (unsigned int i = 0; i < room->sprites.size(); i++) { drawSprite(room->sprites[i]); } } } } void Render::drawSprite(sprite_t *sprite) { if (!sprite) return; if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2], sprite->radius)) return; glPushMatrix(); glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]); // Sprites must always face camera, because they have no depth =) glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0); switch (mMode) { // No vertex lighting on sprites, as far as I see in specs // So just draw normal texture, no case 2 case Render::modeSolid: glBegin(GL_TRIANGLE_STRIP); glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5); glVertex3fv(sprite->vertex[0].pos); glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5); glVertex3fv(sprite->vertex[1].pos); glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5); glVertex3fv(sprite->vertex[3].pos); glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5); glVertex3fv(sprite->vertex[2].pos); glEnd(); break; case Render::modeWireframe: glColor3fv(CYAN); glBegin(GL_LINE_LOOP); glVertex3fv(sprite->vertex[0].pos); glVertex3fv(sprite->vertex[1].pos); glVertex3fv(sprite->vertex[2].pos); glVertex3fv(sprite->vertex[3].pos); glEnd(); glColor3fv(WHITE); break; default: glBindTexture(GL_TEXTURE_2D, sprite->texture+1); glBegin(GL_TRIANGLE_STRIP); glTexCoord2fv(sprite->texel[0].st); glVertex3fv(sprite->vertex[0].pos); glTexCoord2fv(sprite->texel[1].st); glVertex3fv(sprite->vertex[1].pos); glTexCoord2fv(sprite->texel[3].st); glVertex3fv(sprite->vertex[3].pos); glTexCoord2fv(sprite->texel[2].st); glVertex3fv(sprite->vertex[2].pos); glEnd(); } glPopMatrix(); } void Render::drawRoomModel(static_model_t *mesh) { model_mesh_t *r_mesh; if (!mesh) return; r_mesh = getWorld().getMesh(mesh->index); if (!r_mesh) return; if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius)) return; glPushMatrix(); glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]); glRotated(mesh->yaw, 0, 1, 0); drawModelMesh(r_mesh, roomMesh); glPopMatrix(); } 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_color(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)); }