/*! * \file src/Render.cpp * \brief OpenRaider Renderer class * * \author Mongoose * \author xythobuz */ #include #include #include #include #include "global.h" #include "Game.h" #include "OpenRaider.h" #include "Render.h" #include "utils/strings.h" #include "utils/tga.h" #include "Window.h" Render::Render() { mSkyMesh = -1; mSkyMeshRotation = false; mMode = Render::modeDisabled; mLock = 0; mFlags = (fRoomAlpha | fViewModel | fEntityModels | fRenderPonytail | fUsePortals | fUpdateRoomListPerFrame); } Render::~Render() { ClearWorld(); } void Render::screenShot(char *filenameBase) { int sz = getWindow().getWidth() * getWindow().getHeight(); unsigned char *image = new unsigned char[sz * 3]; char *filename = NULL; static int count = 0; bool done = false; assert(filenameBase != NULL); // Don't overwrite files while (!done) { filename = bufferString("%s-%04i.tga", filenameBase, count++); FILE *f = fopen(filename, "rb"); if (f) fclose(f); else done = true; } // Capture frame buffer glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image); tgaSaveFilename(image, getWindow().getWidth(), getWindow().getHeight(), 0, "%s", filename); printf("Took screenshot '%s'.\n", filename); delete [] filename; delete [] image; } unsigned int Render::getFlags() { return mFlags; } 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; 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++; // Temporary filename = bufferString("%s/tr2/TITLE.PCX", getOpenRaider().mPakDir); if (mTexture.loadPCX(filename) > -1) { numTextures++; delete [] filename; } else { delete [] filename; //! \fixme Error Checking. Return negative error code, check in calling place too filename = bufferString("%s/%s", textureDir, "splash.tga"); if (mTexture.loadTGA(filename) > -1) numTextures++; delete [] filename; } return numTextures; } void Render::ClearWorld() { mRoomRenderList.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) { 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 = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]); //float 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() { switch (mMode) { case Render::modeDisabled: return; case Render::modeLoadScreen: //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01 drawLoadScreen(); return; default: break; } if (mMode == Render::modeWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); float camOffsetH = 0.0f; switch (getGame().getLara().getMoveType()) { case Entity::MoveTypeFly: case Entity::MoveTypeNoClipping: case Entity::MoveTypeSwim: //camOffsetH = 64.0f; camOffsetH = 512.0f; break; case Entity::MoveTypeWalk: case Entity::MoveTypeWalkNoSwim: camOffsetH = 512.0f; break; } vec3_t curPos; vec3_t camPos; vec3_t atPos; curPos[0] = getGame().getLara().getPos(0); curPos[1] = getGame().getLara().getPos(1); curPos[2] = getGame().getLara().getPos(2); vec_t yaw = getGame().getLara().getAngle(1); // Mongoose 2002.08.24, New 3rd person camera hack camPos[0] = curPos[0] - (1024.0f * sinf(yaw)); camPos[1] = curPos[1] - camOffsetH; // UP is lower val camPos[2] = curPos[2] - (1024.0f * cosf(yaw)); int index = getGame().getLara().getRoom(); int sector = getWorld().getSector(index, camPos[0], camPos[2]); // Handle camera out of world if ((sector < 0) || ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) || getWorld().isWall(index, sector)) { camPos[0] = curPos[0] + (64.0f * sinf(yaw)); camPos[1] -= 64.0f; camPos[2] = curPos[2] + (64.0f * cosf(yaw)); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // Setup view in OpenGL with camera getCamera().setPosition(camPos); getCamera().update(); 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(); // 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); room.display(false); } // Draw all visible enities if (mFlags & Render::fEntityModels) { std::vector entityRenderList; for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) { Entity &e = getWorld().getEntity(i); // Don't show Lara to the player if (&e == &getGame().getLara()) continue; // Mongoose 2002.08.15, Nothing to draw, skip // Mongoose 2002.12.24, Some entities have no animation =p if (e.getModel().size() == 0) continue; // Is it in view volume? ( Hack to use sphere ) if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(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()); for (unsigned int i = 0; i < entityRenderList.size(); i++) { entityRenderList[i]->display(); } } // 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++) mRoomRenderList[i]->display(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().getWidth() < getWindow().getHeight()) w = h = (float)getWindow().getWidth(); else w = h = (float)getWindow().getHeight(); 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++) { if (!isVisible(getWorld().getRoom(i).getBoundingBox())) continue; mRoomRenderList.push_back(&getWorld().getRoom(i)); } } } currentRoomId = index; } void Render::buildRoomRenderList(Room &room) { // Must be visible //! \fixme Add depth sorting here - remove multipass if (!isVisible(room.getBoundingBox())) 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().getLara().display(); // Draw sprites after player to handle alpha 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::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) { 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; //} //! \fixme 'AMBIENT' -- Mongoose 2002.01.08 glColor3fv(WHITE); if (mMode == modeWireframe) glColor3fv(WHITE); 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::updateViewVolume() { matrix_t proj; matrix_t mdl; glGetFloatv(GL_PROJECTION_MATRIX, proj); glGetFloatv(GL_MODELVIEW_MATRIX, mdl); mViewVolume.updateFrame(proj, mdl); } bool Render::isVisible(BoundingBox &box) { vec3_t bbox[2]; box.getBoundingBox(bbox); // For debugging purposes if (mMode == Render::modeWireframe) box.display(true, PINK, RED); return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]); } 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)); }