Open Source Tomb Raider Engine
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Render.cpp 14KB

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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <algorithm>
  9. #include <sstream>
  10. #include <stdlib.h>
  11. #include <math.h>
  12. #include <string.h>
  13. #include "global.h"
  14. #include "Camera.h"
  15. #include "Game.h"
  16. #include "Render.h"
  17. #include "TextureManager.h"
  18. #include "utils/strings.h"
  19. #include "utils/tga.h"
  20. #include "Window.h"
  21. #include "World.h"
  22. Render::Render() {
  23. mSkyMesh = -1;
  24. mSkyMeshRotation = false;
  25. mMode = Render::modeDisabled;
  26. mLock = 0;
  27. mFlags = (fRoomAlpha | fEntityModels | fRenderPonytail);
  28. }
  29. Render::~Render() {
  30. ClearWorld();
  31. }
  32. void Render::ClearWorld() {
  33. mRoomRenderList.clear();
  34. }
  35. void Render::screenShot(const char *filenameBase)
  36. {
  37. int sz = getWindow().getWidth() * getWindow().getHeight();
  38. unsigned char *image = new unsigned char[sz * 3];
  39. static int count = 0;
  40. bool done = false;
  41. assert(filenameBase != nullptr);
  42. // Don't overwrite files
  43. std::ostringstream filename;
  44. while (!done) {
  45. filename << filenameBase << "-" << count++ << ".tga";
  46. FILE *f = fopen(filename.str().c_str(), "rb");
  47. if (f) {
  48. fclose(f);
  49. } else {
  50. done = true;
  51. }
  52. }
  53. glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image);
  54. tgaSave(filename.str().c_str(), image, getWindow().getWidth(), getWindow().getHeight(), 0);
  55. delete [] image;
  56. }
  57. unsigned int Render::getFlags() {
  58. return mFlags;
  59. }
  60. void Render::lightRoom(Room &room)
  61. {
  62. for (unsigned int i = 0; i < room.sizeLights(); ++i)
  63. {
  64. Light &light = room.getLight(i);
  65. float pos[4], color[4];
  66. float dir[3];
  67. light.getPos(pos);
  68. light.getColor(color);
  69. light.getDir(dir);
  70. glEnable(GL_LIGHT0 + i);
  71. switch (light.getType())
  72. {
  73. case Light::typeSpot:
  74. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff());
  75. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  76. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
  77. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
  78. break;
  79. case Light::typePoint:
  80. case Light::typeDirectional:
  81. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  82. // GL_QUADRATIC_ATTENUATION
  83. // GL_LINEAR_ATTENUATION
  84. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
  85. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
  86. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  87. break;
  88. }
  89. }
  90. }
  91. void Render::clearFlags(unsigned int flags)
  92. {
  93. mFlags &= ~flags;
  94. if (flags & Render::fFog)
  95. {
  96. if (glIsEnabled(GL_FOG))
  97. {
  98. glDisable(GL_FOG);
  99. }
  100. }
  101. if (flags & Render::fGL_Lights)
  102. {
  103. glDisable(GL_LIGHTING);
  104. }
  105. }
  106. void Render::setFlags(unsigned int flags)
  107. {
  108. mFlags |= flags;
  109. if (flags & Render::fFog)
  110. {
  111. glEnable(GL_FOG);
  112. glFogf(GL_FOG_MODE, GL_EXP2);
  113. glFogf(GL_FOG_DENSITY, 0.00008f);
  114. glFogf(GL_FOG_START, 30000.0f);
  115. glFogf(GL_FOG_END, 50000.0f);
  116. float color[4];
  117. color[0] = BLACK[0] * 256.0f;
  118. color[1] = BLACK[1] * 256.0f;
  119. color[2] = BLACK[2] * 256.0f;
  120. color[3] = BLACK[3] * 256.0f;
  121. glFogfv(GL_FOG_COLOR, color);
  122. }
  123. if (flags & Render::fGL_Lights)
  124. {
  125. float color[4];
  126. color[0] = WHITE[0] * 256.0f;
  127. color[1] = WHITE[1] * 256.0f;
  128. color[2] = WHITE[2] * 256.0f;
  129. color[3] = WHITE[3] * 256.0f;
  130. glEnable(GL_LIGHTING);
  131. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  132. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
  133. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
  134. color[0] = GREY[0] * 256.0f;
  135. color[1] = GREY[1] * 256.0f;
  136. color[2] = GREY[2] * 256.0f;
  137. color[3] = GREY[3] * 256.0f;
  138. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
  139. }
  140. }
  141. int Render::getMode()
  142. {
  143. return mMode;
  144. }
  145. void Render::setMode(int n)
  146. {
  147. mMode = n;
  148. switch (mMode)
  149. {
  150. case Render::modeDisabled:
  151. break;
  152. case Render::modeSolid:
  153. case Render::modeWireframe:
  154. glClearColor(PURPLE[0] * 256.0f, PURPLE[1] * 256.0f,
  155. PURPLE[2] * 256.0f, PURPLE[3] * 256.0f);
  156. glDisable(GL_TEXTURE_2D);
  157. break;
  158. default:
  159. if (mMode == Render::modeLoadScreen)
  160. {
  161. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  162. }
  163. else
  164. {
  165. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  166. }
  167. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  168. glEnable(GL_TEXTURE_2D);
  169. }
  170. }
  171. void Render::display()
  172. {
  173. switch (mMode)
  174. {
  175. case Render::modeDisabled:
  176. return;
  177. case Render::modeLoadScreen:
  178. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  179. drawLoadScreen();
  180. return;
  181. default:
  182. break;
  183. }
  184. if (mMode == Render::modeWireframe)
  185. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  186. else
  187. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  188. float camOffsetH = 0.0f;
  189. switch (getGame().getLara().getMoveType())
  190. {
  191. case Entity::MoveTypeFly:
  192. case Entity::MoveTypeNoClipping:
  193. case Entity::MoveTypeSwim:
  194. //camOffsetH = 64.0f;
  195. camOffsetH = 512.0f;
  196. break;
  197. case Entity::MoveTypeWalk:
  198. case Entity::MoveTypeWalkNoSwim:
  199. camOffsetH = 512.0f;
  200. break;
  201. }
  202. float curPos[3], camPos[3], atPos[3];
  203. curPos[0] = getGame().getLara().getPos(0);
  204. curPos[1] = getGame().getLara().getPos(1);
  205. curPos[2] = getGame().getLara().getPos(2);
  206. float yaw = getGame().getLara().getAngle(1);
  207. // Mongoose 2002.08.24, New 3rd person camera hack
  208. camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
  209. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  210. camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
  211. long index = getGame().getLara().getRoom();
  212. long sector = getWorld().getRoom(index).getSector(camPos[0], camPos[2]);
  213. // Handle camera out of world
  214. if ((sector < 0) ||
  215. ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
  216. getWorld().getRoom(index).isWall(sector)) {
  217. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  218. camPos[1] -= 64.0f;
  219. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  220. }
  221. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  222. glLoadIdentity();
  223. // Setup view in OpenGL with camera
  224. getCamera().setPosition(camPos);
  225. getCamera().update();
  226. getCamera().getTarget(atPos);
  227. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  228. getWindow().lookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  229. // Update view volume for vising
  230. updateViewVolume();
  231. // Render world
  232. glColor3ubv(GREY); // was WHITE
  233. drawSkyMesh(96.0);
  234. // Figure out how much of the map to render
  235. newRoomRenderList(index);
  236. // Room solid pass, need to do depth sorting to avoid 2 pass render
  237. for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
  238. Room &room = *mRoomRenderList[i];
  239. if (mFlags & Render::fGL_Lights)
  240. lightRoom(room);
  241. room.display(false);
  242. }
  243. // Draw all visible enities
  244. if (mFlags & Render::fEntityModels) {
  245. std::vector<Entity *> entityRenderList;
  246. for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
  247. Entity &e = getWorld().getEntity(i);
  248. // Don't show Lara to the player
  249. if (&e == &getGame().getLara())
  250. continue;
  251. // Mongoose 2002.08.15, Nothing to draw, skip
  252. // Mongoose 2002.12.24, Some entities have no animation =p
  253. if (e.getModel().size() == 0)
  254. continue;
  255. // Is it in view volume? ( Hack to use sphere )
  256. if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
  257. continue;
  258. //! \fixme Is it in a room we're rendering?
  259. //if (mRoomRenderList[e->room] == 0x0)
  260. //{
  261. // continue;
  262. //}
  263. entityRenderList.push_back(&e);
  264. }
  265. // Draw objects not tied to rooms
  266. glPushMatrix();
  267. // Draw lara or other player model ( move to entity rendering method )
  268. getGame().getLara().display();
  269. // Draw sprites after player to handle alpha
  270. for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
  271. SpriteSequence &sprite = getWorld().getSprite(i);
  272. for (unsigned int j = 0; j < sprite.size(); j++)
  273. sprite.get(j).display();
  274. }
  275. glPopMatrix();
  276. // Depth sort entityRenderList and display each entity
  277. std::sort(entityRenderList.begin(), entityRenderList.end(), Entity::compare);
  278. for (unsigned int i = 0; i < entityRenderList.size(); i++) {
  279. entityRenderList[i]->display();
  280. }
  281. }
  282. // Room alpha pass
  283. // Skip room alpha pass for modes w/o texture
  284. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
  285. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  286. mRoomRenderList[i]->display(true);
  287. }
  288. if (mMode == Render::modeWireframe)
  289. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  290. glFlush();
  291. }
  292. void Render::drawLoadScreen()
  293. {
  294. float x = 0.0f, y = 0.0f, z = 0.0f;
  295. float w = getWindow().getWidth(), h = getWindow().getHeight();
  296. if (getTextureManager().getTextureCount() <= 0)
  297. return;
  298. // Mongoose 2002.01.01, Rendered while game is loading...
  299. //! \fixme seperate logo/particle coor later
  300. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  301. glLoadIdentity();
  302. glColor3ubv(WHITE);
  303. if (mFlags & Render::fGL_Lights)
  304. glDisable(GL_LIGHTING);
  305. // Mongoose 2002.01.01, Draw logo/load screen
  306. glTranslatef(0.0f, 0.0f, -2000.0f);
  307. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  308. if (getTextureManager().getTextureCount() < 2)
  309. getTextureManager().bindTextureId(0); //! \fixme store texture id somewhere
  310. else
  311. getTextureManager().bindTextureId(1);
  312. glBegin(GL_TRIANGLE_STRIP);
  313. glTexCoord2f(1.0, 1.0);
  314. glVertex3f(x + w, y + h, z);
  315. glTexCoord2f(0.0, 1.0);
  316. glVertex3f(x - w, y + h, z);
  317. glTexCoord2f(1.0, 0.0);
  318. glVertex3f(x + w, y - h, z);
  319. glTexCoord2f(0.0, 0.0);
  320. glVertex3f(x - w, y - h, z);
  321. glEnd();
  322. if (mFlags & Render::fGL_Lights)
  323. glEnable(GL_LIGHTING);
  324. glFlush();
  325. }
  326. void Render::newRoomRenderList(int index)
  327. {
  328. static int currentRoomId = -1;
  329. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  330. {
  331. mRoomRenderList.clear();
  332. mRoomRenderList.push_back(&getWorld().getRoom(0));
  333. }
  334. else
  335. {
  336. // Update room render list if needed
  337. if (currentRoomId != index)
  338. {
  339. buildRoomRenderList(getWorld().getRoom(index));
  340. }
  341. }
  342. currentRoomId = index;
  343. }
  344. void Render::buildRoomRenderList(Room &room)
  345. {
  346. // Must be visible
  347. //! \fixme Add depth sorting here - remove multipass
  348. if (!isVisible(room.getBoundingBox()))
  349. return;
  350. // Must not already be cached
  351. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  352. {
  353. Room *room2 = mRoomRenderList[i];
  354. if (room2 == &room)
  355. return;
  356. }
  357. /* Add current room to list */
  358. mRoomRenderList.push_back(&room);
  359. // Try to add adj rooms and their adj rooms, skip this room
  360. for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
  361. {
  362. if (room.getAdjacentRoom(i) < 0)
  363. continue;
  364. Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
  365. //! \fixme Add portal visibility check here
  366. if (&room2 != &room)
  367. buildRoomRenderList(room2);
  368. }
  369. }
  370. void Render::drawSkyMesh(float scale)
  371. {
  372. //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
  373. //if (!model)
  374. // return;
  375. glDisable(GL_DEPTH_TEST);
  376. glPushMatrix();
  377. if (mSkyMeshRotation)
  378. glRotated(90.0, 1, 0, 0);
  379. glTranslated(0.0, 1000.0, 0.0);
  380. glScaled(scale, scale, scale);
  381. //drawModel(model);
  382. //drawModelMesh(getWorld().getMesh(mSkyMesh), );
  383. glPopMatrix();
  384. glEnable(GL_DEPTH_TEST);
  385. }
  386. void Render::setSkyMesh(int index, bool rot)
  387. {
  388. mSkyMesh = index;
  389. mSkyMeshRotation = rot;
  390. }
  391. void Render::updateViewVolume()
  392. {
  393. float proj[16], mdl[16];
  394. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  395. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  396. mViewVolume.updateFrame(proj, mdl);
  397. }
  398. bool Render::isVisible(BoundingBox &box) {
  399. float bbox[2][3];
  400. box.getBoundingBox(bbox);
  401. // For debugging purposes
  402. if (mMode == Render::modeWireframe)
  403. box.display(true, PINK, RED);
  404. return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
  405. }
  406. bool Render::isVisible(float x, float y, float z)
  407. {
  408. // For debugging purposes
  409. if (mMode == Render::modeWireframe)
  410. {
  411. glPointSize(5.0);
  412. glColor3ubv(PINK);
  413. glBegin(GL_POINTS);
  414. glVertex3f(x, y, z);
  415. glEnd();
  416. }
  417. return (mViewVolume.isPointInFrustum(x, y, z));
  418. }
  419. bool Render::isVisible(float x, float y, float z, float radius)
  420. {
  421. // For debugging purposes
  422. if (mMode == Render::modeWireframe)
  423. {
  424. glPointSize(5.0);
  425. glColor3ubv(PINK);
  426. glBegin(GL_POINTS);
  427. glVertex3f(x, y, z);
  428. glEnd();
  429. }
  430. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  431. }