Open Source Tomb Raider Engine
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Render.cpp 23KB

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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 <stdlib.h>
  10. #include <math.h>
  11. #include <string.h>
  12. #include "global.h"
  13. #include "Game.h"
  14. #include "OpenRaider.h"
  15. #include "Render.h"
  16. #include "utils/strings.h"
  17. #include "utils/tga.h"
  18. #include "Window.h"
  19. Render::Render() {
  20. mSkyMesh = -1;
  21. mSkyMeshRotation = false;
  22. mMode = Render::modeDisabled;
  23. mLock = 0;
  24. mFlags = (fRoomAlpha | fViewModel |
  25. fEntityModels | fRenderPonytail |
  26. fUsePortals | fUpdateRoomListPerFrame);
  27. }
  28. Render::~Render() {
  29. ClearWorld();
  30. }
  31. void Render::ClearWorld() {
  32. mRoomRenderList.clear();
  33. }
  34. void Render::screenShot(char *filenameBase)
  35. {
  36. int sz = getWindow().getWidth() * getWindow().getHeight();
  37. unsigned char *image = new unsigned char[sz * 3];
  38. char *filename = NULL;
  39. static int count = 0;
  40. bool done = false;
  41. assert(filenameBase != NULL);
  42. // Don't overwrite files
  43. while (!done) {
  44. filename = bufferString("%s-%04i.tga", filenameBase, count++);
  45. FILE *f = fopen(filename, "rb");
  46. if (f)
  47. fclose(f);
  48. else
  49. done = true;
  50. }
  51. // Capture frame buffer
  52. glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image);
  53. tgaSaveFilename(image, getWindow().getWidth(), getWindow().getHeight(), 0, "%s", filename);
  54. printf("Took screenshot '%s'.\n", filename);
  55. delete [] filename;
  56. delete [] image;
  57. }
  58. unsigned int Render::getFlags() {
  59. return mFlags;
  60. }
  61. void Render::loadTexture(unsigned char *image,
  62. unsigned int width, unsigned int height,
  63. unsigned int id)
  64. {
  65. glColor3fv(WHITE);
  66. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  67. }
  68. int Render::initTextures(char *textureDir) {
  69. char *filename;
  70. unsigned int numTextures = 0;
  71. unsigned char color[4];
  72. mTexture.reset();
  73. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  74. However, color texturegen is a lot */
  75. mTexture.setFlag(Texture::fUseMipmaps);
  76. color[0] = 0xff;
  77. color[1] = 0xff;
  78. color[2] = 0xff;
  79. color[3] = 0xff;
  80. if (mTexture.loadColorTexture(color, 32, 32) > -1)
  81. numTextures++;
  82. // Temporary
  83. filename = bufferString("%s/tr2/TITLE.PCX", getOpenRaider().mPakDir);
  84. if (mTexture.loadPCX(filename) > -1) {
  85. numTextures++;
  86. delete [] filename;
  87. } else {
  88. delete [] filename;
  89. //! \fixme Error Checking. Return negative error code, check in calling place too
  90. filename = bufferString("%s/%s", textureDir, "splash.tga");
  91. if (mTexture.loadTGA(filename) > -1)
  92. numTextures++;
  93. delete [] filename;
  94. }
  95. return numTextures;
  96. }
  97. // Texture must be set to WHITE solid color texture
  98. void renderTrace(int color, vec3_t start, vec3_t end)
  99. {
  100. const float widthStart = 10.0f; //5.0f;
  101. const float widthEnd = 10.0f;
  102. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  103. // Draw two long quads that skrink and fade the they go further out
  104. glBegin(GL_QUADS);
  105. switch (color)
  106. {
  107. case 0:
  108. glColor3f(0.9f - delta, 0.2f, 0.2f);
  109. break;
  110. case 1:
  111. glColor3f(0.2f, 0.9f - delta, 0.2f);
  112. break;
  113. case 2:
  114. default:
  115. glColor3f(0.2f, 0.2f, 0.9f - delta);
  116. }
  117. glVertex3f(start[0], start[1], start[2]);
  118. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  119. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  120. glVertex3f(end[0], end[1], end[2]);
  121. glVertex3f(start[0], start[1], start[2]);
  122. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  123. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  124. glVertex3f(end[0], end[1], end[2]);
  125. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  126. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  127. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  128. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  129. glEnd();
  130. }
  131. void setLighting(bool on)
  132. {
  133. if (on)
  134. {
  135. glEnable(GL_LIGHTING);
  136. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  137. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  138. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  139. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  140. }
  141. else
  142. {
  143. glDisable(GL_LIGHTING);
  144. }
  145. }
  146. void lightRoom(Room &room)
  147. {
  148. for (unsigned int i = 0; i < room.sizeLights(); ++i)
  149. {
  150. Light &light = room.getLight(i);
  151. vec4_t pos, color;
  152. vec3_t dir;
  153. light.getPos(pos);
  154. light.getColor(color);
  155. light.getDir(dir);
  156. glEnable(GL_LIGHT0 + i);
  157. switch (light.getType())
  158. {
  159. case Light::typeSpot:
  160. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff());
  161. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  162. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
  163. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
  164. break;
  165. case Light::typePoint:
  166. case Light::typeDirectional:
  167. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  168. // GL_QUADRATIC_ATTENUATION
  169. // GL_LINEAR_ATTENUATION
  170. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
  171. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
  172. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  173. break;
  174. }
  175. }
  176. }
  177. void Render::clearFlags(unsigned int flags)
  178. {
  179. mFlags &= ~flags;
  180. if (flags & Render::fFog)
  181. {
  182. if (glIsEnabled(GL_FOG))
  183. {
  184. glDisable(GL_FOG);
  185. }
  186. }
  187. if (flags & Render::fGL_Lights)
  188. {
  189. setLighting(false);
  190. }
  191. }
  192. void Render::setFlags(unsigned int flags)
  193. {
  194. mFlags |= flags;
  195. if (flags & Render::fFog)
  196. {
  197. glEnable(GL_FOG);
  198. glFogf(GL_FOG_MODE, GL_EXP2);
  199. glFogf(GL_FOG_DENSITY, 0.00008f);
  200. glFogf(GL_FOG_START, 30000.0f);
  201. glFogf(GL_FOG_END, 50000.0f);
  202. glFogfv(GL_FOG_COLOR, BLACK);
  203. }
  204. if (flags & Render::fGL_Lights)
  205. {
  206. setLighting(true);
  207. }
  208. }
  209. int Render::getMode()
  210. {
  211. return mMode;
  212. }
  213. void Render::setMode(int n)
  214. {
  215. mMode = n;
  216. switch (mMode)
  217. {
  218. case Render::modeDisabled:
  219. break;
  220. case Render::modeSolid:
  221. case Render::modeWireframe:
  222. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  223. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  224. glDisable(GL_TEXTURE_2D);
  225. break;
  226. default:
  227. if (mMode == Render::modeLoadScreen)
  228. {
  229. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  230. }
  231. else
  232. {
  233. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  234. }
  235. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  236. glEnable(GL_TEXTURE_2D);
  237. }
  238. }
  239. // Replaced the deprecated gluLookAt with slightly modified code from here:
  240. // http://www.khronos.org/message_boards/showthread.php/4991
  241. void gluLookAt(float eyeX, float eyeY, float eyeZ,
  242. float lookAtX, float lookAtY, float lookAtZ,
  243. float upX, float upY, float upZ) {
  244. float f[3];
  245. // calculating the viewing vector
  246. f[0] = lookAtX - eyeX;
  247. f[1] = lookAtY - eyeY;
  248. f[2] = lookAtZ - eyeZ;
  249. float fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
  250. //float upMag = sqrtf(upX * upX + upY * upY + upZ * upZ);
  251. // normalizing the viewing vector
  252. f[0] = f[0] / fMag;
  253. f[1] = f[1] / fMag;
  254. f[2] = f[2] / fMag;
  255. float s[3] = {
  256. f[1] * upZ - upY * f[2],
  257. upX * f[2] - f[0] * upZ,
  258. f[0] * upY - upX * f[1]
  259. };
  260. float u[3] = {
  261. s[1] * f[2] - f[1] * s[2],
  262. f[0] * s[2] - s[0] * f[2],
  263. s[0] * f[1] - f[0] * s[1]
  264. };
  265. float m[16] = {
  266. s[0], u[0], -f[0], 0,
  267. s[1], u[1], -f[1], 0,
  268. s[2], u[2], -f[2], 0,
  269. 0, 0, 0, 1
  270. };
  271. glMultMatrixf(m);
  272. glTranslatef(-eyeX, -eyeY, -eyeZ);
  273. }
  274. void Render::display()
  275. {
  276. switch (mMode)
  277. {
  278. case Render::modeDisabled:
  279. return;
  280. case Render::modeLoadScreen:
  281. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  282. drawLoadScreen();
  283. return;
  284. default:
  285. break;
  286. }
  287. if (mMode == Render::modeWireframe)
  288. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  289. else
  290. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  291. float camOffsetH = 0.0f;
  292. switch (getGame().getLara().getMoveType())
  293. {
  294. case Entity::MoveTypeFly:
  295. case Entity::MoveTypeNoClipping:
  296. case Entity::MoveTypeSwim:
  297. //camOffsetH = 64.0f;
  298. camOffsetH = 512.0f;
  299. break;
  300. case Entity::MoveTypeWalk:
  301. case Entity::MoveTypeWalkNoSwim:
  302. camOffsetH = 512.0f;
  303. break;
  304. }
  305. vec3_t curPos;
  306. vec3_t camPos;
  307. vec3_t atPos;
  308. curPos[0] = getGame().getLara().getPos(0);
  309. curPos[1] = getGame().getLara().getPos(1);
  310. curPos[2] = getGame().getLara().getPos(2);
  311. vec_t yaw = getGame().getLara().getAngle(1);
  312. // Mongoose 2002.08.24, New 3rd person camera hack
  313. camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
  314. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  315. camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
  316. int index = getGame().getLara().getRoom();
  317. int sector = getWorld().getRoom(index).getSector(camPos[0], camPos[2]);
  318. // Handle camera out of world
  319. if ((sector < 0) ||
  320. ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
  321. getWorld().getRoom(index).isWall(sector)) {
  322. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  323. camPos[1] -= 64.0f;
  324. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  325. }
  326. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  327. glLoadIdentity();
  328. // Setup view in OpenGL with camera
  329. getCamera().setPosition(camPos);
  330. getCamera().update();
  331. getCamera().getTarget(atPos);
  332. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  333. gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  334. // Update view volume for vising
  335. updateViewVolume();
  336. // Render world
  337. glColor3fv(DIM_WHITE); // was WHITE
  338. drawSkyMesh(96.0);
  339. // Figure out how much of the map to render
  340. newRoomRenderList(index);
  341. // Room solid pass, need to do depth sorting to avoid 2 pass render
  342. for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
  343. Room &room = *mRoomRenderList[i];
  344. if (mFlags & Render::fGL_Lights)
  345. lightRoom(room);
  346. room.display(false);
  347. }
  348. // Draw all visible enities
  349. if (mFlags & Render::fEntityModels) {
  350. std::vector<Entity *> entityRenderList;
  351. for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
  352. Entity &e = getWorld().getEntity(i);
  353. // Don't show Lara to the player
  354. if (&e == &getGame().getLara())
  355. continue;
  356. // Mongoose 2002.08.15, Nothing to draw, skip
  357. // Mongoose 2002.12.24, Some entities have no animation =p
  358. if (e.getModel().size() == 0)
  359. continue;
  360. // Is it in view volume? ( Hack to use sphere )
  361. if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
  362. continue;
  363. //! \fixme Is it in a room we're rendering?
  364. //if (mRoomRenderList[e->room] == 0x0)
  365. //{
  366. // continue;
  367. //}
  368. entityRenderList.push_back(&e);
  369. }
  370. // Draw objects not tied to rooms
  371. glPushMatrix();
  372. // Draw lara or other player model ( move to entity rendering method )
  373. if (mFlags & Render::fViewModel)
  374. getGame().getLara().display();
  375. // Draw sprites after player to handle alpha
  376. for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
  377. SpriteSequence &sprite = getWorld().getSprite(i);
  378. for (unsigned int j = 0; j < sprite.size(); j++)
  379. sprite.get(j).display();
  380. }
  381. glPopMatrix();
  382. // Depth sort entityRenderList with qsort
  383. std::sort(entityRenderList.begin(), entityRenderList.end());
  384. for (unsigned int i = 0; i < entityRenderList.size(); i++) {
  385. entityRenderList[i]->display();
  386. }
  387. }
  388. // Room alpha pass
  389. // Skip room alpha pass for modes w/o texture
  390. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
  391. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  392. mRoomRenderList[i]->display(true);
  393. }
  394. if (mMode == Render::modeWireframe)
  395. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  396. glFlush();
  397. }
  398. void Render::drawLoadScreen()
  399. {
  400. float x = 0.0f, y = 0.0f, z = -160.0f;
  401. float w = getWindow().getWidth(), h = getWindow().getHeight();
  402. if (mTexture.getTextureCount() <= 0)
  403. return;
  404. // Mongoose 2002.01.01, Rendered while game is loading...
  405. //! \fixme seperate logo/particle coor later
  406. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  407. glLoadIdentity();
  408. glColor3fv(WHITE);
  409. if (mFlags & Render::fGL_Lights)
  410. glDisable(GL_LIGHTING);
  411. // Mongoose 2002.01.01, Draw logo/load screen
  412. glTranslatef(0.0f, 0.0f, -2000.0f);
  413. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  414. mTexture.bindTextureId(1); //! \fixme store texture id somewhere
  415. glBegin(GL_TRIANGLE_STRIP);
  416. glTexCoord2f(1.0, 1.0);
  417. glVertex3f(x + w, y + h, z);
  418. glTexCoord2f(0.0, 1.0);
  419. glVertex3f(x - w, y + h, z);
  420. glTexCoord2f(1.0, 0.0);
  421. glVertex3f(x + w, y - h, z);
  422. glTexCoord2f(0.0, 0.0);
  423. glVertex3f(x - w, y - h, z);
  424. glEnd();
  425. if (mFlags & Render::fGL_Lights)
  426. glEnable(GL_LIGHTING);
  427. glFlush();
  428. }
  429. void Render::newRoomRenderList(int index)
  430. {
  431. static int currentRoomId = -1;
  432. if (mFlags & Render::fUsePortals)
  433. {
  434. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  435. {
  436. mRoomRenderList.clear();
  437. mRoomRenderList.push_back(&getWorld().getRoom(0));
  438. }
  439. else
  440. {
  441. // Update room render list if needed
  442. if (mFlags & Render::fUpdateRoomListPerFrame ||
  443. currentRoomId != index)
  444. {
  445. buildRoomRenderList(getWorld().getRoom(index));
  446. }
  447. }
  448. }
  449. else // Render all rooms pretty much
  450. {
  451. if (currentRoomId != index || index == -1)
  452. {
  453. printf("*** Room render list -> %i\n", index);
  454. mRoomRenderList.clear();
  455. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  456. {
  457. if (!isVisible(getWorld().getRoom(i).getBoundingBox()))
  458. continue;
  459. mRoomRenderList.push_back(&getWorld().getRoom(i));
  460. }
  461. }
  462. }
  463. currentRoomId = index;
  464. }
  465. void Render::buildRoomRenderList(Room &room)
  466. {
  467. // Must be visible
  468. //! \fixme Add depth sorting here - remove multipass
  469. if (!isVisible(room.getBoundingBox()))
  470. return;
  471. // Must not already be cached
  472. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  473. {
  474. Room &room2 = *mRoomRenderList[i];
  475. if (&room2 == &room)
  476. return;
  477. }
  478. /* Add current room to list */
  479. mRoomRenderList.push_back(&room);
  480. if (mFlags & Render::fOneRoom)
  481. {
  482. return;
  483. }
  484. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  485. {
  486. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  487. {
  488. Room &room2 = getWorld().getRoom(i);
  489. if (&room2 != &room)
  490. {
  491. buildRoomRenderList(room2);
  492. }
  493. }
  494. return;
  495. }
  496. // Try to add adj rooms and their adj rooms, skip this room
  497. for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
  498. {
  499. if (room.getAdjacentRoom(i) < 0)
  500. continue;
  501. Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
  502. // Mongoose 2002.03.22, Add portal visibility check here
  503. if (&room2 != &room)
  504. {
  505. buildRoomRenderList(room2);
  506. }
  507. }
  508. }
  509. void Render::drawSkyMesh(float scale)
  510. {
  511. //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
  512. //if (!model)
  513. // return;
  514. glDisable(GL_DEPTH_TEST);
  515. glPushMatrix();
  516. if (mSkyMeshRotation)
  517. glRotated(90.0, 1, 0, 0);
  518. glTranslated(0.0, 1000.0, 0.0);
  519. glScaled(scale, scale, scale);
  520. //drawModel(model);
  521. //drawModelMesh(getWorld().getMesh(mSkyMesh), );
  522. glPopMatrix();
  523. glEnable(GL_DEPTH_TEST);
  524. }
  525. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  526. {
  527. glBegin(GL_TRIANGLES);
  528. switch (mMode)
  529. {
  530. case modeSolid:
  531. case modeVertexLight:
  532. if (r_mesh->colors)
  533. {
  534. glColor3fv(r_mesh->colors+ttri->index[0]);
  535. glTexCoord2fv(ttri->st);
  536. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  537. glColor3fv(r_mesh->colors+ttri->index[1]);
  538. glTexCoord2fv(ttri->st+2);
  539. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  540. glColor3fv(r_mesh->colors+ttri->index[2]);
  541. glTexCoord2fv(ttri->st+4);
  542. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  543. }
  544. else if (r_mesh->normals)
  545. {
  546. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  547. glTexCoord2fv(ttri->st);
  548. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  549. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  550. glTexCoord2fv(ttri->st+2);
  551. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  552. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  553. glTexCoord2fv(ttri->st+4);
  554. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  555. }
  556. else
  557. {
  558. glTexCoord2fv(ttri->st);
  559. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  560. glTexCoord2fv(ttri->st+2);
  561. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  562. glTexCoord2fv(ttri->st+4);
  563. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  564. }
  565. break;
  566. case modeWireframe:
  567. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  568. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  569. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  570. break;
  571. default:
  572. glTexCoord2fv(ttri->st);
  573. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  574. glTexCoord2fv(ttri->st+2);
  575. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  576. glTexCoord2fv(ttri->st+4);
  577. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  578. }
  579. glEnd();
  580. }
  581. void Render::drawModelMesh(model_mesh_t *r_mesh)
  582. {
  583. texture_tri_t *ttri;
  584. int lastTexture = -1;
  585. // If they pass NULL structs let it hang up - this is tmp
  586. //! \fixme Duh, vis tests need to be put back
  587. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  588. //{
  589. // return;
  590. //}
  591. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  592. glColor3fv(WHITE);
  593. if (mMode == modeWireframe)
  594. glColor3fv(WHITE);
  595. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  596. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  597. // Colored Triagles
  598. for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++)
  599. {
  600. ttri = r_mesh->coloredTriangles[i];
  601. if (!ttri)
  602. continue;
  603. if (mMode != modeWireframe && mMode != modeSolid &&
  604. ttri->texture != lastTexture)
  605. {
  606. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  607. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  608. lastTexture = ttri->texture;
  609. }
  610. tmpRenderModelMesh(r_mesh, ttri);
  611. }
  612. // Colored Rectagles
  613. for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++)
  614. {
  615. ttri = r_mesh->coloredRectangles[i];
  616. if (!ttri)
  617. continue;
  618. if (mMode != modeWireframe && mMode != modeSolid &&
  619. ttri->texture != lastTexture)
  620. {
  621. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  622. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  623. lastTexture = ttri->texture;
  624. }
  625. tmpRenderModelMesh(r_mesh, ttri);
  626. }
  627. // Textured Tris
  628. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  629. {
  630. ttri = r_mesh->texturedTriangles[i];
  631. if (!ttri)
  632. continue;
  633. if (mMode != modeWireframe && mMode != modeSolid &&
  634. ttri->texture != lastTexture)
  635. {
  636. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  637. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  638. lastTexture = ttri->texture;
  639. }
  640. tmpRenderModelMesh(r_mesh, ttri);
  641. }
  642. // Textured Quads
  643. for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++)
  644. {
  645. ttri = r_mesh->texturedRectangles[i];
  646. if (!ttri)
  647. continue;
  648. if (mMode != modeWireframe && mMode != modeSolid &&
  649. ttri->texture != lastTexture)
  650. {
  651. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  652. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  653. lastTexture = ttri->texture;
  654. }
  655. tmpRenderModelMesh(r_mesh, ttri);
  656. }
  657. }
  658. void Render::setSkyMesh(int index, bool rot)
  659. {
  660. mSkyMesh = index;
  661. mSkyMeshRotation = rot;
  662. }
  663. void Render::updateViewVolume()
  664. {
  665. matrix_t proj;
  666. matrix_t mdl;
  667. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  668. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  669. mViewVolume.updateFrame(proj, mdl);
  670. }
  671. bool Render::isVisible(BoundingBox &box) {
  672. vec3_t bbox[2];
  673. box.getBoundingBox(bbox);
  674. // For debugging purposes
  675. if (mMode == Render::modeWireframe)
  676. box.display(true, PINK, RED);
  677. return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
  678. }
  679. bool Render::isVisible(float x, float y, float z)
  680. {
  681. // For debugging purposes
  682. if (mMode == Render::modeWireframe)
  683. {
  684. glPointSize(5.0);
  685. glColor3fv(PINK);
  686. glBegin(GL_POINTS);
  687. glVertex3f(x, y, z);
  688. glEnd();
  689. }
  690. return (mViewVolume.isPointInFrustum(x, y, z));
  691. }
  692. bool Render::isVisible(float x, float y, float z, float radius)
  693. {
  694. // For debugging purposes
  695. if (mMode == Render::modeWireframe)
  696. {
  697. glPointSize(5.0);
  698. glColor3fv(PINK);
  699. glBegin(GL_POINTS);
  700. glVertex3f(x, y, z);
  701. glEnd();
  702. }
  703. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  704. }