Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

Render.cpp 57KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282
  1. /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
  2. /*================================================================
  3. *
  4. * Project : Render
  5. * Author : Mongoose
  6. * Website : http://www.westga.edu/~stu7440/
  7. * Email : stu7440@westga.edu
  8. * Object : Render
  9. * License : No use w/o permission (C) 2001 Mongoose
  10. * Comments: This is the renderer class for OpenRaider
  11. *
  12. *
  13. * This file was generated using Mongoose's C++
  14. * template generator script. <stu7440@westga.edu>
  15. *
  16. *-- History -------------------------------------------------
  17. *
  18. * 2001.05.21:
  19. * Mongoose - Created
  20. =================================================================*/
  21. #ifdef __APPLE__
  22. #include <OpenGL/gl.h>
  23. #include <OpenGL/glu.h>
  24. #else
  25. #include <GL/gl.h>
  26. #include <GL/glu.h>
  27. #endif
  28. #include <stdlib.h>
  29. #include <math.h>
  30. #include <string.h>
  31. #ifdef USING_EMITTER
  32. #include <Emitter.h>
  33. #endif
  34. #ifdef DEBUG_MEMORY
  35. #include <memory_test.h>
  36. #endif
  37. #include <Render.h>
  38. extern entity_t *LARA;
  39. extern World gWorld;
  40. // Colors
  41. const float BLACK[] = { 0.0, 0.0, 0.0, 1.0 };
  42. const float DIM_WHITE[] = { 0.5, 0.5, 0.5, 1.0 };
  43. const float WHITE[] = { 1.0, 1.0, 1.0, 1.0 };
  44. const float RED[] = { 1.0, 0.0, 0.0, 1.0 };
  45. const float GREEN[] = { 0.0, 1.0, 0.0, 1.0 };
  46. const float NEXT_PURPLE[] = { 0.3, 0.3, 0.5, 1.0 };
  47. const float OR_BLUE[] = { 0.5, 0.7, 1.0, 1.0 };
  48. const float PINK[] = { 1.0, 0.0, 1.0, 1.0 };
  49. const float YELLOW[] = { 1.0, 1.0, 0.0, 1.0 };
  50. const float CYAN[] = { 0.0, 1.0, 1.0, 1.0 };
  51. ViewVolume gViewVolume; /* View volume for frustum culling */
  52. int compareEntites(const void *voidA, const void *voidB)
  53. {
  54. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  55. vec_t distA, distB;
  56. if (!a || !b)
  57. return -1; // error really
  58. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  59. a->pos[1],
  60. a->pos[2],
  61. 1.0f);
  62. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  63. b->pos[1],
  64. b->pos[2],
  65. 1.0f);
  66. // less than
  67. if (distA < distB)
  68. return -1;
  69. // greater than ( no need for equal )
  70. return 1;
  71. }
  72. int compareStaticModels(const void *voidA, const void *voidB)
  73. {
  74. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  75. vec_t distA, distB;
  76. if (!a || !b)
  77. return -1; // error really
  78. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  79. a->pos[1],
  80. a->pos[2],
  81. 128.0f);
  82. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  83. b->pos[1],
  84. b->pos[2],
  85. 128.0f);
  86. // less than
  87. if (distA < distB)
  88. return -1;
  89. // greater than ( no need for equal )
  90. return 1;
  91. }
  92. int compareRoomDist(const void *voidA, const void *voidB)
  93. {
  94. RenderRoom *a = (RenderRoom *)voidA, *b = (RenderRoom *)voidB;
  95. if (!a || !b || !a->room || !b->room)
  96. return -1; // error really
  97. // less than
  98. if (a->dist < b->dist)
  99. return -1;
  100. // greater than ( no need for equal )
  101. return 1;
  102. }
  103. ////////////////////////////////////////////////////////////
  104. // Constructors
  105. ////////////////////////////////////////////////////////////
  106. Render::Render()
  107. {
  108. #ifdef USING_EMITTER
  109. mEmitter = 0x0;
  110. #endif
  111. mCamera = 0x0;
  112. mSkyMesh = -1;
  113. mMode = Render::modeDisabled;
  114. mLock = 0;
  115. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  116. Render::fRoomModels | Render::fEntityModels |
  117. Render::fUsePortals | fUpdateRoomListPerFrame);
  118. mModels.setError(0x0);
  119. mRooms.setError(0x0);
  120. mRoomRenderList.setError(0x0);
  121. }
  122. Render::~Render()
  123. {
  124. ClearWorld();
  125. }
  126. ////////////////////////////////////////////////////////////
  127. // Public Accessors
  128. ////////////////////////////////////////////////////////////
  129. void Render::screenShot(char *filenameBase)
  130. {
  131. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  132. }
  133. ////////////////////////////////////////////////////////////
  134. // Public Mutators
  135. ////////////////////////////////////////////////////////////
  136. void Render::addRoom(RenderRoom *room)
  137. {
  138. mRooms.pushBack(room);
  139. }
  140. void Render::loadTexture(unsigned char *image,
  141. unsigned int width, unsigned int height,
  142. unsigned int id)
  143. {
  144. glColor3fv(WHITE);
  145. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  146. }
  147. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  148. unsigned int *nextId)
  149. {
  150. char filename[128];
  151. bool fastCard = mFlags & Render::fFastCard;
  152. const char *console = "Toggle the Console with [`] key";
  153. const char *menu = "Press <esc> for menu";
  154. int font_id;
  155. int snow1_id;
  156. int snow2_id;
  157. int bg_id;
  158. int err;
  159. unsigned int numTextures = 0;
  160. unsigned char color[4];
  161. // We want to update as needed later
  162. mNumTexturesLoaded = numLoaded;
  163. mNextTextureId = nextId;
  164. mTexture.reset();
  165. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  166. However, color texturegen is a lot */
  167. if (fastCard)
  168. {
  169. mTexture.setFlag(Texture::fUseMipmaps);
  170. }
  171. printf("Processing Textures:\n");
  172. color[0] = 0xff;
  173. color[1] = 0xff;
  174. color[2] = 0xff;
  175. color[3] = 0xff;
  176. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  177. {
  178. ++numTextures;
  179. }
  180. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  181. filename[127] = 0;
  182. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  183. {
  184. ++numTextures;
  185. }
  186. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  187. filename[127] = 0;
  188. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  189. {
  190. ++numTextures;
  191. }
  192. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  193. filename[127] = 0;
  194. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  195. {
  196. ++numTextures;
  197. }
  198. extern char *gFontFilename;
  199. if ((font_id = mTexture.loadFontTTF(gFontFilename,
  200. //0x303f, 0x3093-0x303f)) // Hiragana
  201. 32, 126 - 32)) // ASCII
  202. > -1)
  203. {
  204. ++numTextures;
  205. }
  206. // Werid that it isn't linear, must be some storage deal in Texture
  207. // I forgot about Id allocation
  208. *nextId = font_id;
  209. // Setup particle system test
  210. initEmitter("Snow test", 650, snow1_id, snow2_id);
  211. mString.Init(5);
  212. // String 0: OpenRaider version in lower right corner
  213. mString.Scale(1.00);
  214. err = mString.glPrintf(mWidth - 15 * strlen(VERSION),
  215. mHeight-35, VERSION);
  216. mString.SetString(0, VERSION);
  217. if (err)
  218. {
  219. printf("\n*** GLPrint test: ERROR %i\n", err);
  220. }
  221. // String 1: Used for FPS in game text output
  222. mString.Scale(0.75);
  223. err = mString.glPrintf(8, mHeight - 25, " ");
  224. mString.SetString(1, " ");
  225. if (err)
  226. {
  227. printf("\n*** GLPrint test: ERROR %i\n", err);
  228. }
  229. // String 2: Used for game console
  230. mString.Scale(1.0);
  231. err = mString.glPrintf(8, 25, console);
  232. mString.SetString(2, console);
  233. if (err)
  234. {
  235. printf("\n*** GLPrint test: ERROR %i\n", err);
  236. }
  237. // String 3: Used for one line map select menu
  238. mString.Scale(1.75);
  239. err = mString.glPrintf(mWidth/2-235, mHeight/2-24, menu);
  240. mString.SetString(3, menu);
  241. if (err)
  242. {
  243. printf("\n*** GLPrint test: ERROR %i\n", err);
  244. }
  245. // String 4: Used for one line in game text output
  246. mString.Scale(1.0);
  247. err = mString.glPrintf(8, 55, " ");
  248. mString.SetString(4, " ");
  249. if (err)
  250. {
  251. printf("\n*** GLPrint test: ERROR %i\n", err);
  252. }
  253. printf("\n");
  254. *numLoaded = numTextures;
  255. }
  256. void Render::initEmitter(const char *name, unsigned int size,
  257. unsigned int snowTex1, unsigned int snowTex2)
  258. {
  259. #ifdef USING_EMITTER
  260. // Mongoose 2002.01.01, Screwing around with particle emitter test
  261. // note this is backwards b/c load screen is rendered upsidedown
  262. //mEmitter = new Emitter(/*name*/"snow", size);
  263. mEmitter = new Emitter(name, size);
  264. mEmitter->SetTextureId(snowTex1);
  265. mEmitter->TextureId(120, 280, snowTex2);
  266. mEmitter->TextureId(400, 450, snowTex2);
  267. mEmitter->TextureId(500, 550, snowTex2);
  268. // Mongoose 2002.01.01, Varing force and speed should look
  269. // like varing mass/SA in wind, maybe
  270. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  271. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  272. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  273. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  274. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  275. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  276. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  277. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  278. #endif
  279. }
  280. void Render::ClearWorld()
  281. {
  282. LARA = NULL;
  283. mRoomRenderList.clear();
  284. mRooms.erase();
  285. mModels.erase();
  286. #ifdef USING_EMITTER
  287. if (mEmitter)
  288. {
  289. delete mEmitter;
  290. mEmitter = 0x0;
  291. }
  292. #endif
  293. }
  294. // Texture must be set to WHITE solid color texture
  295. void renderTrace(int color, vec3_t start, vec3_t end)
  296. {
  297. const float widthStart = 10.0f; //5.0f;
  298. const float widthEnd = 10.0f;
  299. float delta = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  300. // Draw two long quads that skrink and fade the they go further out
  301. glBegin(GL_QUADS);
  302. switch (color)
  303. {
  304. case 0:
  305. glColor3f(0.9 - delta, 0.2, 0.2);
  306. break;
  307. case 1:
  308. glColor3f(0.2, 0.9 - delta, 0.2);
  309. break;
  310. case 2:
  311. default:
  312. glColor3f(0.2, 0.2, 0.9 - delta);
  313. }
  314. glVertex3f(start[0], start[1], start[2]);
  315. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  316. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  317. glVertex3f(end[0], end[1], end[2]);
  318. glVertex3f(start[0], start[1], start[2]);
  319. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  320. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  321. glVertex3f(end[0], end[1], end[2]);
  322. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  323. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  324. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  325. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  326. glEnd();
  327. }
  328. void Render::Init(int width, int height, bool fast_card)
  329. {
  330. char *s;
  331. mWidth = width;
  332. mHeight = height;
  333. mFlags |= Render::fFastCard;
  334. if (!fast_card)
  335. {
  336. mFlags ^= Render::fFastCard;
  337. }
  338. // Print driver support information
  339. printf("\n## GL Driver Info ##\n");
  340. printf("Vendor : %s\n", glGetString(GL_VENDOR));
  341. printf("Renderer : %s\n", glGetString(GL_RENDERER));
  342. printf("Version : %s\n\n", glGetString(GL_VERSION));
  343. //printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  344. // Testing for goodies
  345. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  346. s = (char*)glGetString(GL_EXTENSIONS);
  347. if (s && s[0])
  348. {
  349. printf("\tGL_ARB_multitexture \t\t");
  350. if (strstr(s, "GL_ARB_multitexture"))
  351. {
  352. mFlags |= Render::fMultiTexture;
  353. printf("YES\n");
  354. }
  355. else
  356. {
  357. printf("NO\n");
  358. }
  359. printf("\tGL_EXT_texture_env_combine\t\t");
  360. if (strstr(s, "GL_EXT_texture_env_combine"))
  361. {
  362. printf("YES\n");
  363. }
  364. else
  365. {
  366. printf("NO\n");
  367. }
  368. }
  369. // Set up Z buffer
  370. glEnable(GL_DEPTH_TEST);
  371. glDepthFunc(GL_LESS);
  372. // Set up culling
  373. glEnable(GL_CULL_FACE);
  374. glFrontFace(GL_CW);
  375. //glFrontFace(GL_CCW);
  376. //glCullFace(GL_FRONT);
  377. // Set background to black
  378. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  379. // Disable lighting
  380. glDisable(GL_LIGHTING);
  381. // Set up alpha blending
  382. if (fast_card)
  383. {
  384. glEnable(GL_BLEND);
  385. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  386. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  387. glAlphaFunc(GL_GREATER, 0);
  388. }
  389. else
  390. {
  391. glDisable(GL_BLEND);
  392. glDisable(GL_ALPHA_TEST);
  393. }
  394. glPointSize(5.0);
  395. // Setup shading
  396. glShadeModel(GL_SMOOTH);
  397. if (fast_card)
  398. {
  399. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  400. glHint(GL_FOG_HINT, GL_NICEST);
  401. glEnable(GL_COLOR_MATERIAL);
  402. glEnable(GL_DITHER);
  403. // AA polygon edges
  404. //glEnable(GL_POLYGON_SMOOTH);
  405. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  406. }
  407. else
  408. {
  409. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  410. glHint(GL_FOG_HINT, GL_FASTEST);
  411. glDisable(GL_COLOR_MATERIAL);
  412. glDisable(GL_DITHER);
  413. glDisable(GL_POLYGON_SMOOTH);
  414. }
  415. glDisable(GL_LINE_SMOOTH);
  416. glDisable(GL_POINT_SMOOTH);
  417. glDisable(GL_AUTO_NORMAL);
  418. glDisable(GL_LOGIC_OP);
  419. glDisable(GL_TEXTURE_1D);
  420. glDisable(GL_STENCIL_TEST);
  421. glDisable(GL_FOG);
  422. glDisable(GL_NORMALIZE);
  423. glEnableClientState(GL_VERTEX_ARRAY);
  424. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  425. glDisableClientState(GL_COLOR_ARRAY);
  426. glDisableClientState(GL_NORMAL_ARRAY);
  427. glPolygonMode(GL_FRONT, GL_FILL);
  428. glMatrixMode(GL_MODELVIEW);
  429. }
  430. void setLighting(bool on)
  431. {
  432. if (on)
  433. {
  434. glEnable(GL_LIGHTING);
  435. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  436. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  437. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  438. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  439. }
  440. else
  441. {
  442. glDisable(GL_LIGHTING);
  443. }
  444. }
  445. void lightRoom(RenderRoom *room)
  446. {
  447. unsigned int i;
  448. Light *light;
  449. for (i = 0; i < room->lights.size(); ++i)
  450. {
  451. light = room->lights[i];
  452. if (!light)
  453. continue;
  454. glEnable(GL_LIGHT0 + i);
  455. switch (light->mType)
  456. {
  457. case Light::typeSpot:
  458. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  459. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  460. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  461. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  462. break;
  463. case Light::typePoint:
  464. case Light::typeDirectional:
  465. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  466. // GL_QUADRATIC_ATTENUATION
  467. // GL_LINEAR_ATTENUATION
  468. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  469. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  470. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  471. break;
  472. }
  473. }
  474. }
  475. void Render::toggleFlag(unsigned int flag)
  476. {
  477. if (mFlags & flag)
  478. clearFlags(flag);
  479. else
  480. setFlags(flag);
  481. }
  482. void Render::clearFlags(unsigned int flags)
  483. {
  484. // _defaults |= flags; // Force removal if it wasn't set
  485. mFlags ^= flags;
  486. if (flags & Render::fFog)
  487. {
  488. if (glIsEnabled(GL_FOG))
  489. {
  490. glDisable(GL_FOG);
  491. }
  492. }
  493. if (flags & Render::fGL_Lights)
  494. {
  495. setLighting(false);
  496. }
  497. }
  498. void Render::setFlags(unsigned int flags)
  499. {
  500. mFlags |= flags;
  501. if (flags & Render::fFog)
  502. {
  503. glEnable(GL_FOG);
  504. glFogf(GL_FOG_MODE, GL_EXP2);
  505. glFogf(GL_FOG_DENSITY, 0.00008);
  506. glFogf(GL_FOG_START, 30000.0);
  507. glFogf(GL_FOG_END, 50000.0);
  508. glFogfv(GL_FOG_COLOR, BLACK);
  509. }
  510. if (flags & Render::fGL_Lights)
  511. {
  512. setLighting(true);
  513. }
  514. }
  515. void Render::Update(int width, int height)
  516. {
  517. mWidth = width;
  518. mHeight = height;
  519. }
  520. int Render::getMode()
  521. {
  522. return mMode;
  523. }
  524. void Render::setMode(int n)
  525. {
  526. mMode = n;
  527. switch (mMode)
  528. {
  529. case Render::modeDisabled:
  530. break;
  531. case Render::modeSolid:
  532. case Render::modeWireframe:
  533. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  534. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  535. glDisable(GL_TEXTURE_2D);
  536. break;
  537. default:
  538. if (mFlags & Render::fFastCard)
  539. {
  540. if (mMode == Render::modeLoadScreen)
  541. {
  542. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  543. }
  544. else
  545. {
  546. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  547. }
  548. }
  549. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  550. glEnable(GL_TEXTURE_2D);
  551. }
  552. }
  553. // Replaced the deprecated gluLookAt with slightly modified code from here:
  554. // http://www.khronos.org/message_boards/showthread.php/4991
  555. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  556. {
  557. res[0] = y1*z2 - y2*z1;
  558. res[1] = x2*z1 - x1*z2;
  559. res[2] = x1*y2 - x2*y1;
  560. }
  561. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  562. {
  563. float f[3];
  564. // calculating the viewing vector
  565. f[0] = lookAtX - eyeX;
  566. f[1] = lookAtY - eyeY;
  567. f[2] = lookAtZ - eyeZ;
  568. float fMag, upMag;
  569. fMag = sqrt(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  570. upMag = sqrt(upX*upX + upY*upY + upZ*upZ);
  571. // normalizing the viewing vector
  572. f[0] = f[0]/fMag;
  573. f[1] = f[1]/fMag;
  574. f[2] = f[2]/fMag;
  575. // normalising the up vector. no need for this here if you have your
  576. // up vector already normalised, which is mostly the case.
  577. upX = upX/upMag;
  578. upY = upY/upMag;
  579. upZ = upZ/upMag;
  580. float s[3], u[3];
  581. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  582. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  583. float M[]=
  584. {
  585. s[0], u[0], -f[0], 0,
  586. s[1], u[1], -f[1], 0,
  587. s[2], u[2], -f[2], 0,
  588. 0, 0, 0, 1
  589. };
  590. glMultMatrixf(M);
  591. glTranslatef (-eyeX, -eyeY, -eyeZ);
  592. }
  593. void Render::Display()
  594. {
  595. vec3_t curPos;
  596. vec3_t camPos;
  597. vec3_t atPos;
  598. RenderRoom *room;
  599. int index;
  600. #ifdef DEBUG_MATRIX
  601. gl_test_reset();
  602. #endif
  603. // Assertion: Rendering is disabled without texture or camera
  604. if (!mCamera)
  605. {
  606. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  607. return;
  608. }
  609. switch (mMode)
  610. {
  611. case Render::modeDisabled:
  612. return;
  613. case Render::modeLoadScreen:
  614. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  615. drawLoadScreen();
  616. return;
  617. default:
  618. ;
  619. }
  620. if (mMode == Render::modeWireframe)
  621. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  622. else
  623. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  624. index = -1;
  625. if (LARA)
  626. {
  627. float yaw;
  628. int sector;
  629. float camOffsetH = 0.0f;
  630. switch (LARA->moveType)
  631. {
  632. case worldMoveType_fly:
  633. case worldMoveType_noClipping:
  634. case worldMoveType_swim:
  635. camOffsetH = 64.0f;
  636. break;
  637. default:
  638. case worldMoveType_walk:
  639. case worldMoveType_walkNoSwim:
  640. camOffsetH = 512.0f;
  641. }
  642. curPos[0] = LARA->pos[0];
  643. curPos[1] = LARA->pos[1];
  644. curPos[2] = LARA->pos[2];
  645. yaw = LARA->angles[1];
  646. index = LARA->room;
  647. // Mongoose 2002.08.24, New 3rd person camera hack
  648. camPos[0] = curPos[0];
  649. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  650. camPos[2] = curPos[2];
  651. camPos[0] -= (1024.0 * sin(yaw));
  652. camPos[2] -= (1024.0 * cos(yaw));
  653. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  654. // Handle camera out of world
  655. if (sector < 0 || gWorld.isWall(index, sector))
  656. {
  657. camPos[0] = curPos[0] + (64.0 * sin(yaw));
  658. camPos[1] -= 64.0;
  659. camPos[2] = curPos[2] + (64.0 * cos(yaw));
  660. }
  661. mCamera->setPosition(camPos);
  662. }
  663. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  664. glLoadIdentity();
  665. // Setup view in OpenGL with camera
  666. mCamera->update();
  667. mCamera->getPosition(camPos);
  668. mCamera->getTarget(atPos);
  669. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  670. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  671. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  672. // Update view volume for vising
  673. updateViewVolume();
  674. // Let's see the LoS -- should be event controled
  675. if (LARA)
  676. {
  677. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  678. // Draw in solid colors
  679. glDisable(GL_TEXTURE_2D);
  680. glDisable(GL_CULL_FACE);
  681. if (LARA->state == 64) // eWeaponFire
  682. {
  683. vec3_t u, v; //, s, t;
  684. // Center of LARA
  685. u[0] = curPos[0];
  686. u[1] = curPos[1] - 512.0;
  687. u[2] = curPos[2];
  688. // Location LARA is aiming at? ( Not finished yet )
  689. v[0] = u[0] + (9000.0 * sin(LARA->angles[1]));
  690. v[1] = u[1] + (9000.0 * sin(LARA->angles[2]));
  691. v[2] = u[2] + (9000.0 * cos(LARA->angles[1]));
  692. //mtkVectorSubtract(u, v, t);
  693. //mtkVectorSubtract(u, curPos, s);
  694. //printf("* %f rad\n", LARA->angles[1]);
  695. // Test tracing of aim
  696. renderTrace(0, u, v); // v = target
  697. }
  698. entity_t *route = LARA->master;
  699. while (route)
  700. {
  701. if (route->master)
  702. {
  703. renderTrace(1, route->pos, route->master->pos);
  704. }
  705. route = route->master;
  706. }
  707. glEnable(GL_CULL_FACE);
  708. glEnable(GL_TEXTURE_2D);
  709. }
  710. // Render world
  711. glColor3fv(DIM_WHITE); // was WHITE
  712. drawSkyMesh(96.0);
  713. // Figure out how much of the map to render
  714. newRoomRenderList(index);
  715. // Room solid pass, need to do depth sorting to avoid 2 pass render
  716. for (mRoomRenderList.start(); mRoomRenderList.forward();
  717. mRoomRenderList.next())
  718. {
  719. room = mRoomRenderList.current();
  720. if (room)
  721. {
  722. if (mFlags & Render::fGL_Lights)
  723. {
  724. lightRoom(room);
  725. }
  726. drawRoom(room, false);
  727. }
  728. }
  729. // Draw all visible enities
  730. if (mFlags & Render::fEntityModels)
  731. {
  732. entity_t *e;
  733. Vector<entity_t *> entityRenderList;
  734. Vector<entity_t *> *entities = gWorld.getEntities();
  735. for (entities->start(); entities->forward(); entities->next())
  736. {
  737. e = entities->current();
  738. // Mongoose 2002.03.26, Don't show lara to it's own player
  739. if (!e || e == LARA)
  740. {
  741. continue;
  742. }
  743. // Mongoose 2002.08.15, Nothing to draw, skip
  744. // Mongoose 2002.12.24, Some entities have no animation =p
  745. if (e->tmpHook)
  746. {
  747. SkeletalModel *mdl = (SkeletalModel *)e->tmpHook;
  748. if (mdl->model->animation.empty())
  749. continue;
  750. }
  751. // Is it in view volume? ( Hack to use sphere )
  752. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  753. continue;
  754. // Is it in a room we're rendering?
  755. //if (mRoomRenderList[e->room] == 0x0)
  756. //{
  757. // continue;
  758. //}
  759. entityRenderList.pushBack(e);
  760. }
  761. // Draw objects not tied to rooms
  762. glPushMatrix();
  763. drawObjects();
  764. glPopMatrix();
  765. // Depth sort entityRenderList with qsort
  766. entityRenderList.qSort(compareEntites);
  767. for (entityRenderList.start(); entityRenderList.forward();
  768. entityRenderList.next())
  769. {
  770. e = entityRenderList.current();
  771. glPushMatrix();
  772. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  773. glRotatef(e->angles[1], 0, 1, 0);
  774. drawModel((SkeletalModel *)e->tmpHook);
  775. glPopMatrix();
  776. }
  777. }
  778. // Room alpha pass
  779. // Skip room alpha pass for modes w/o texture
  780. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  781. {
  782. for (mRoomRenderList.start(); mRoomRenderList.forward();
  783. mRoomRenderList.next())
  784. {
  785. room = mRoomRenderList.current();
  786. if (room)
  787. {
  788. drawRoom(room, true);
  789. }
  790. }
  791. }
  792. #ifdef USING_EMITTER_IN_GAME
  793. // Mongoose 2002.01.01, Test particle prototype in game
  794. if (EMIT && mFlags & RENDER_F_PARTICLES)
  795. {
  796. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  797. glPushMatrix();
  798. glLoadIdentity();
  799. glEnable(GL_BLEND);
  800. glRotatef(180.0, 1.0, 0.0, 0.0);
  801. glTranslatef(0.0, -820.0, 575.0);
  802. glScalef(80.0, 80.0, 80.0);
  803. EMIT->Draw();
  804. glPopMatrix();
  805. // Mongoose 2002.03.26, Account for particle system
  806. // not using new binds by setting WHITE texture here
  807. mTexture.bindTextureId(0);
  808. }
  809. #endif
  810. if (mMode == Render::modeWireframe)
  811. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  812. glEnterMode2d(mWidth, mHeight);
  813. glColor3fv(OR_BLUE);
  814. mString.Render();
  815. glExitMode2d();
  816. #ifdef USING_EMITTER
  817. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  818. #endif
  819. // Mongoose 2002.01.01, Test matrix ops
  820. #ifdef DEBUG_MATRIX
  821. if (gl_test_val())
  822. {
  823. printf("ERROR in matrix stack %i\n", gl_test_val());
  824. }
  825. #endif
  826. glFlush();
  827. }
  828. void Render::newRoomRenderList(int index)
  829. {
  830. static int currentRoomId = -1;
  831. RenderRoom *room;
  832. if (mFlags & Render::fUsePortals)
  833. {
  834. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  835. {
  836. room = mRooms[0];
  837. mRoomRenderList.clear();
  838. if (room)
  839. {
  840. mRoomRenderList.pushBack(room);
  841. }
  842. }
  843. else
  844. {
  845. // Update room render list if needed
  846. if (mFlags & Render::fUpdateRoomListPerFrame ||
  847. currentRoomId != index)
  848. {
  849. mRoomRenderList.clear();
  850. room = mRooms[index];
  851. buildRoomRenderList(room);
  852. }
  853. }
  854. }
  855. else // Render all rooms pretty much
  856. {
  857. if (currentRoomId != index || index == -1)
  858. {
  859. printf("*** Room render list -> %i\n", index);
  860. mRoomRenderList.clear();
  861. for (mRooms.start(); mRooms.forward(); mRooms.next())
  862. {
  863. room = mRooms.current();
  864. if (!room || !room->room)
  865. continue;
  866. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  867. continue;
  868. //room->dist =
  869. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  870. // room->room->bbox_max);
  871. mRoomRenderList.pushBack(room);
  872. }
  873. }
  874. }
  875. // Depth Sort roomRenderList ( no use in that, work on portals first )
  876. mRoomRenderList.qSort(compareRoomDist);
  877. currentRoomId = index;
  878. }
  879. void Render::buildRoomRenderList(RenderRoom *rRoom)
  880. {
  881. RenderRoom *rRoom2;
  882. // Must exist
  883. if (!rRoom || !rRoom->room)
  884. return;
  885. // Must be visible
  886. //! \fixme Add depth sorting here - remove multipass
  887. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  888. return;
  889. // Must not already be cached
  890. for (mRoomRenderList.start(); mRoomRenderList.forward();
  891. mRoomRenderList.next())
  892. {
  893. rRoom2 = mRoomRenderList.current();
  894. if (rRoom2 == rRoom)
  895. return;
  896. }
  897. //rRoom->dist =
  898. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  899. // rRoom->room->bbox_max);
  900. /* Add current room to list */
  901. mRoomRenderList.pushBack(rRoom);
  902. if (mFlags & Render::fOneRoom)
  903. {
  904. return;
  905. }
  906. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  907. {
  908. for (mRooms.start(); mRooms.forward(); mRooms.next())
  909. {
  910. rRoom2 = mRooms.current();
  911. if (rRoom2 && rRoom2 != rRoom)
  912. {
  913. buildRoomRenderList(rRoom2);
  914. }
  915. }
  916. return;
  917. }
  918. // Try to add adj rooms and their adj rooms, skip this room
  919. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  920. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  921. {
  922. if (rRoom->room->adjacentRooms.current() < 0)
  923. continue;
  924. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  925. // Mongoose 2002.03.22, Add portal visibility check here
  926. if (rRoom2 && rRoom2 != rRoom)
  927. {
  928. buildRoomRenderList(rRoom2);
  929. }
  930. }
  931. }
  932. void Render::drawSkyMesh(float scale)
  933. {
  934. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  935. if (!model)
  936. return;
  937. glDisable(GL_DEPTH_TEST);
  938. glPushMatrix();
  939. if (mSkyMeshRotation)
  940. {
  941. glRotated(90.0, 1, 0, 0);
  942. }
  943. glTranslated(0.0, 1000.0, 0.0);
  944. glScaled(scale, scale, scale);
  945. //drawModel(model);
  946. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  947. glPopMatrix();
  948. glEnable(GL_DEPTH_TEST);
  949. }
  950. void Render::drawLoadScreen()
  951. {
  952. static float wrap = 0.0001f;
  953. float x = 0.0f, y = 0.0f, z = -160.0f;
  954. float w = 500.0f, h = 500.0f;
  955. if (mTexture.getTextureCount() <= 0)
  956. return;
  957. // Mongoose 2002.01.01, Rendered while game is loading...
  958. //! \fixme seperate logo/particle coor later
  959. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  960. glLoadIdentity();
  961. glColor3fv(WHITE);
  962. if (mFlags & Render::fGL_Lights)
  963. glDisable(GL_LIGHTING);
  964. // Mongoose 2002.01.01, Draw logo/load screen
  965. glTranslatef(0.0, 0.0, -2000.0);
  966. glRotatef(180.0, 1.0, 0.0, 0.0);
  967. // Mongoose 2002.03.26, Account for particle system not using new binds
  968. // by not using them here either
  969. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  970. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  971. {
  972. mTexture.bindMultiTexture(1, 3);
  973. glBegin(GL_TRIANGLE_STRIP);
  974. mTexture.useMultiTexture(1.0, 1.0, 0.5 - wrap, 1.0);
  975. glColor3fv(WHITE);
  976. glVertex3f(x + w, y + h, z);
  977. mTexture.useMultiTexture(0.0, 1.0, 0.0 - wrap, 1.0);
  978. glColor3fv(WHITE);
  979. glVertex3f(x - w, y + h, z);
  980. mTexture.useMultiTexture(1.0, 0.0, 0.5 - wrap, 0.5);
  981. glColor3fv(WHITE);
  982. glVertex3f(x + w, y - h, z);
  983. mTexture.useMultiTexture(0.0, 0.0, 0.0 - wrap, 0.5);
  984. glColor3fv(WHITE);
  985. glVertex3f(x - w, y - h, z);
  986. glEnd();
  987. // wrap += 0.0012f;
  988. // The Loading Screen sat around for 25s, doing nothing.
  989. // Incrementing wrap by a much bigger number speeds up the animation
  990. // thus greatly reducing startup time?! -- xythobuz
  991. wrap += 0.05;
  992. if (wrap > 1.121096f)
  993. mTexture.disableMultiTexture();
  994. }
  995. else
  996. {
  997. glBindTexture(GL_TEXTURE_2D, 2);
  998. glBegin(GL_TRIANGLE_STRIP);
  999. glTexCoord2f(1.0, 1.0);
  1000. glVertex3f(x + w, y + h, z);
  1001. glTexCoord2f(0.0, 1.0);
  1002. glVertex3f(x - w, y + h, z);
  1003. glTexCoord2f(1.0, 0.0);
  1004. glVertex3f(x + w, y - h, z);
  1005. glTexCoord2f(0.0, 0.0);
  1006. glVertex3f(x - w, y - h, z);
  1007. glEnd();
  1008. }
  1009. if (mFlags & Render::fGL_Lights)
  1010. glEnable(GL_LIGHTING);
  1011. #ifdef USING_EMITTER
  1012. // Mongoose 2002.01.01, Test particle prototype on load screen
  1013. if (mEmitter && mFlags & Render::fParticles)
  1014. {
  1015. glPushMatrix();
  1016. glLoadIdentity();
  1017. glEnable(GL_BLEND);
  1018. glRotatef(180.0, 1.0, 0.0, 0.0);
  1019. glTranslatef(0.0, -820.0, 575.0);
  1020. glScalef(80.0, 80.0, 80.0);
  1021. // Update view volume for vising
  1022. updateViewVolume();
  1023. gViewVolume.getFrustum(mEmitter->mFrustum);
  1024. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1025. mEmitter->Draw();
  1026. glPopMatrix();
  1027. }
  1028. #endif
  1029. glEnterMode2d(mWidth, mHeight);
  1030. glColor3fv(OR_BLUE);
  1031. mString.Render();
  1032. glExitMode2d();
  1033. glFlush();
  1034. }
  1035. void Render::drawObjects()
  1036. {
  1037. #ifdef USING_FPS_CAMERA
  1038. vec3_t curPos;
  1039. #endif
  1040. sprite_seq_t *sprite;
  1041. // Draw lara or other player model ( move to entity rendering method )
  1042. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1043. {
  1044. SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  1045. int frame = mdl->getAnimation();
  1046. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1047. if (!LARA->moving)
  1048. {
  1049. frame = mdl->getIdleAnimation();
  1050. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1051. if (frame == 11)
  1052. {
  1053. mdl->setFrame(0);
  1054. }
  1055. }
  1056. if (mdl)
  1057. {
  1058. animation_frame_t *animation = mdl->model->animation[frame];
  1059. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1060. {
  1061. mdl->setFrame(0);
  1062. }
  1063. }
  1064. glPushMatrix();
  1065. #ifdef USING_FPS_CAMERA
  1066. mCamera->getPosition(curPos);
  1067. glTranslated(curPos[0], curPos[1], curPos[2]);
  1068. glRotated(mCamera->getYaw(), 0, 1, 0);
  1069. glTranslated(0, 500, 1200);
  1070. #else
  1071. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1072. glRotated(mCamera->getYaw(), 0, 1, 0);
  1073. #endif
  1074. drawModel((SkeletalModel *)LARA->tmpHook);
  1075. glPopMatrix();
  1076. }
  1077. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1078. if (mFlags & Render::fSprites)
  1079. {
  1080. Vector<sprite_seq_t *> *sprites;
  1081. sprites = gWorld.getSprites();
  1082. for (sprites->start(); sprites->forward(); sprites->next())
  1083. {
  1084. sprite = sprites->current();
  1085. if (!sprite)
  1086. continue;
  1087. if (sprite->sprite && sprite->num_sprites)
  1088. {
  1089. for (int i = 0; i < sprite->num_sprites; i++)
  1090. {
  1091. drawSprite((sprite_t *)(sprite->sprite+i));
  1092. }
  1093. }
  1094. }
  1095. }
  1096. }
  1097. void Render::drawModel(SkeletalModel *model)
  1098. {
  1099. animation_frame_t *animation;
  1100. bone_frame_t *boneframe;
  1101. bone_frame_t *boneframe2 = 0x0;
  1102. bone_tag_t *tag;
  1103. bone_tag_t *tag2;
  1104. unsigned int i;
  1105. int bframe, aframe;
  1106. skeletal_model_t *mdl;
  1107. if (!model || !model->model)
  1108. return;
  1109. mdl = model->model;
  1110. aframe = model->getAnimation();
  1111. bframe = model->getFrame();
  1112. animation = mdl->animation[aframe];
  1113. if (!animation)
  1114. {
  1115. #ifdef DEBUG
  1116. printf("ERROR: No animation for model[%i].aframe[%i] %i\n",
  1117. mdl->id, aframe, mdl->animation.size());
  1118. #endif
  1119. return;
  1120. }
  1121. if (animation->frame.empty())
  1122. {
  1123. #ifdef DEBUG_RENDER
  1124. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1125. mdl->id, bframe);
  1126. #endif
  1127. return;
  1128. }
  1129. boneframe = animation->frame[bframe];
  1130. if (!boneframe)
  1131. return;
  1132. if (boneframe->tag.empty())
  1133. {
  1134. printf("Empty bone frame?!?!\n");
  1135. return;
  1136. }
  1137. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1138. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1139. {
  1140. tag = boneframe->tag.current();
  1141. if (!tag)
  1142. continue;
  1143. if (boneframe->tag.getCurrentIndex() == 0)
  1144. {
  1145. if (tag->rot[1])
  1146. glRotatef(tag->rot[1], 0, 1, 0);
  1147. if (tag->rot[0])
  1148. glRotatef(tag->rot[0], 1, 0, 0);
  1149. if (tag->rot[2])
  1150. glRotatef(tag->rot[2], 0, 0, 1);
  1151. }
  1152. else
  1153. {
  1154. if (tag->flag & 0x01)
  1155. glPopMatrix();
  1156. if (tag->flag & 0x02)
  1157. glPushMatrix();
  1158. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1159. if (tag->rot[1])
  1160. glRotatef(tag->rot[1], 0, 1, 0);
  1161. if (tag->rot[0])
  1162. glRotatef(tag->rot[0], 1, 0, 0);
  1163. if (tag->rot[2])
  1164. glRotatef(tag->rot[2], 0, 0, 1);
  1165. }
  1166. // Draw layered lara in TR4 ( 2 meshes per tag )
  1167. if (mdl->tr4Overlay == 1)
  1168. {
  1169. boneframe2 = (mdl->animation[0])->frame[0];
  1170. if (boneframe2)
  1171. {
  1172. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1173. if (tag2)
  1174. {
  1175. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1176. }
  1177. }
  1178. }
  1179. if (mFlags & Render::fRenderPonytail)
  1180. {
  1181. if (mdl->ponytailId > 0 &&
  1182. boneframe->tag.getCurrentIndex() == 14)
  1183. {
  1184. glPushMatrix();
  1185. // Mongoose 2002.08.30, TEST to align offset
  1186. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1187. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1188. // HACK: To fill TR4 void between ponytail/head
  1189. // since no vertex welds are implemented yet
  1190. if (mdl->tr4Overlay == 1)
  1191. {
  1192. glScalef(1.20, 1.20, 1.20);
  1193. }
  1194. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1195. drawModel(mModels[mdl->ponytail], 0, 0);
  1196. #else
  1197. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1198. {
  1199. glPushMatrix();
  1200. if (i > 0)
  1201. {
  1202. glRotatef(helRandomNum(-8.0, -10.0), 1, 0, 0);
  1203. glRotatef(helRandomNum(-5.0, 5.0), 0, 1, 0);
  1204. glRotatef(helRandomNum(-5.0, 5.0), 0, 0, 1);
  1205. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1206. }
  1207. if (mdl->pigtails)
  1208. {
  1209. glPushMatrix();
  1210. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1211. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1212. Render::skeletalMesh);
  1213. glPopMatrix();
  1214. glPushMatrix();
  1215. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1216. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1217. Render::skeletalMesh);
  1218. glPopMatrix();
  1219. }
  1220. else
  1221. {
  1222. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1223. Render::skeletalMesh);
  1224. }
  1225. }
  1226. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1227. {
  1228. glPopMatrix();
  1229. }
  1230. #endif
  1231. glPopMatrix();
  1232. }
  1233. }
  1234. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1235. }
  1236. // Cycle frames ( cheap hack from old ent state based system )
  1237. if (mFlags & fAnimateAllModels)
  1238. {
  1239. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1240. {
  1241. model->setFrame(0);
  1242. }
  1243. else
  1244. {
  1245. model->setFrame(model->getFrame()+1);
  1246. }
  1247. }
  1248. }
  1249. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1250. {
  1251. // Bind before entering now
  1252. //glBindTexture(GL_TEXTURE_2D, 1);
  1253. glPointSize(4.0);
  1254. //glLineWidth(1.25);
  1255. //! \fixme Need to make custom color key for this
  1256. glColor3fv(RED);
  1257. glBegin(GL_POINTS);
  1258. glVertex3f(max[0], max[1], max[2]);
  1259. glVertex3f(min[0], min[1], min[2]);
  1260. if (draw_points)
  1261. {
  1262. glVertex3f(max[0], min[1], max[2]);
  1263. glVertex3f(min[0], max[1], max[2]);
  1264. glVertex3f(max[0], max[1], min[2]);
  1265. glVertex3f(min[0], min[1], max[2]);
  1266. glVertex3f(min[0], max[1], min[2]);
  1267. glVertex3f(max[0], min[1], min[2]);
  1268. }
  1269. glEnd();
  1270. glColor3fv(GREEN);
  1271. glBegin(GL_LINES);
  1272. // max, top quad
  1273. glVertex3f(max[0], max[1], max[2]);
  1274. glVertex3f(max[0], min[1], max[2]);
  1275. glVertex3f(max[0], max[1], max[2]);
  1276. glVertex3f(min[0], max[1], max[2]);
  1277. glVertex3f(max[0], max[1], max[2]);
  1278. glVertex3f(max[0], max[1], min[2]);
  1279. // max-min, vertical quads
  1280. glVertex3f(min[0], max[1], max[2]);
  1281. glVertex3f(min[0], max[1], min[2]);
  1282. glVertex3f(max[0], min[1], max[2]);
  1283. glVertex3f(max[0], min[1], min[2]);
  1284. glVertex3f(max[0], min[1], max[2]);
  1285. glVertex3f(min[0], min[1], max[2]);
  1286. // min-max, vertical quads
  1287. glVertex3f(max[0], max[1], min[2]);
  1288. glVertex3f(max[0], min[1], min[2]);
  1289. glVertex3f(max[0], max[1], min[2]);
  1290. glVertex3f(min[0], max[1], min[2]);
  1291. glVertex3f(min[0], max[1], max[2]);
  1292. glVertex3f(min[0], min[1], max[2]);
  1293. // min, bottom quad
  1294. glVertex3f(min[0], min[1], min[2]);
  1295. glVertex3f(min[0], max[1], min[2]);
  1296. glVertex3f(min[0], min[1], min[2]);
  1297. glVertex3f(max[0], min[1], min[2]);
  1298. glVertex3f(min[0], min[1], min[2]);
  1299. glVertex3f(min[0], min[1], max[2]);
  1300. glEnd();
  1301. glPointSize(1.0);
  1302. //glLineWidth(1.0);
  1303. }
  1304. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1305. const vec4_t c1, const vec4_t c2)
  1306. {
  1307. // Bind before entering now
  1308. //glBindTexture(GL_TEXTURE_2D, 1);
  1309. glPointSize(4.0);
  1310. //glLineWidth(1.25);
  1311. //! \fixme Need to make custom color key for this
  1312. glColor3fv(c1);
  1313. glBegin(GL_POINTS);
  1314. glVertex3f(max[0], max[1], max[2]);
  1315. glVertex3f(min[0], min[1], min[2]);
  1316. if (draw_points)
  1317. {
  1318. glVertex3f(max[0], min[1], max[2]);
  1319. glVertex3f(min[0], max[1], max[2]);
  1320. glVertex3f(max[0], max[1], min[2]);
  1321. glVertex3f(min[0], min[1], max[2]);
  1322. glVertex3f(min[0], max[1], min[2]);
  1323. glVertex3f(max[0], min[1], min[2]);
  1324. }
  1325. glEnd();
  1326. glColor3fv(c2);
  1327. glBegin(GL_LINES);
  1328. // max, top quad
  1329. glVertex3f(max[0], max[1], max[2]);
  1330. glVertex3f(max[0], min[1], max[2]);
  1331. glVertex3f(max[0], max[1], max[2]);
  1332. glVertex3f(min[0], max[1], max[2]);
  1333. glVertex3f(max[0], max[1], max[2]);
  1334. glVertex3f(max[0], max[1], min[2]);
  1335. // max-min, vertical quads
  1336. glVertex3f(min[0], max[1], max[2]);
  1337. glVertex3f(min[0], max[1], min[2]);
  1338. glVertex3f(max[0], min[1], max[2]);
  1339. glVertex3f(max[0], min[1], min[2]);
  1340. glVertex3f(max[0], min[1], max[2]);
  1341. glVertex3f(min[0], min[1], max[2]);
  1342. // min-max, vertical quads
  1343. glVertex3f(max[0], max[1], min[2]);
  1344. glVertex3f(max[0], min[1], min[2]);
  1345. glVertex3f(max[0], max[1], min[2]);
  1346. glVertex3f(min[0], max[1], min[2]);
  1347. glVertex3f(min[0], max[1], max[2]);
  1348. glVertex3f(min[0], min[1], max[2]);
  1349. // min, bottom quad
  1350. glVertex3f(min[0], min[1], min[2]);
  1351. glVertex3f(min[0], max[1], min[2]);
  1352. glVertex3f(min[0], min[1], min[2]);
  1353. glVertex3f(max[0], min[1], min[2]);
  1354. glVertex3f(min[0], min[1], min[2]);
  1355. glVertex3f(min[0], min[1], max[2]);
  1356. glEnd();
  1357. glPointSize(1.0);
  1358. //glLineWidth(1.0);
  1359. }
  1360. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1361. {
  1362. room_mesh_t *room;
  1363. if (!rRoom || !rRoom->room)
  1364. return;
  1365. room = rRoom->room;
  1366. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1367. return;
  1368. glPushMatrix();
  1369. //LightingSetup();
  1370. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1371. if (!draw_alpha &&
  1372. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1373. {
  1374. portal_t *portal;
  1375. glLineWidth(2.0);
  1376. glColor3fv(RED);
  1377. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1378. {
  1379. portal = room->portals.current();
  1380. if (!portal)
  1381. continue;
  1382. glBegin(GL_LINE_LOOP);
  1383. glVertex3fv(portal->vertices[0]);
  1384. glVertex3fv(portal->vertices[1]);
  1385. glVertex3fv(portal->vertices[2]);
  1386. glVertex3fv(portal->vertices[3]);
  1387. glEnd();
  1388. }
  1389. glLineWidth(1.0);
  1390. #ifdef OBSOLETE
  1391. glColor3fv(RED);
  1392. for (i = 0; i < (int)room->num_boxes; ++i)
  1393. {
  1394. // Mongoose 2002.08.14, This is a simple test -
  1395. // these like portals are really planes
  1396. glBegin(GL_QUADS);
  1397. glVertex3fv(room->boxes[i].a.pos);
  1398. glVertex3fv(room->boxes[i].b.pos);
  1399. glVertex3fv(room->boxes[i].c.pos);
  1400. glVertex3fv(room->boxes[i].d.pos);
  1401. glEnd();
  1402. }
  1403. #endif
  1404. }
  1405. if (mMode == Render::modeWireframe && !draw_alpha)
  1406. {
  1407. draw_bbox(room->bbox_min, room->bbox_max, true);
  1408. }
  1409. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1410. // Reset since GL_MODULATE used, reset to WHITE
  1411. glColor3fv(WHITE);
  1412. switch (mMode)
  1413. {
  1414. case modeWireframe:
  1415. rRoom->mesh.mMode = OpenGLMesh::OpenGLMeshModeWireframe;
  1416. break;
  1417. case modeSolid:
  1418. rRoom->mesh.mMode = OpenGLMesh::OpenGLMeshModeSolid;
  1419. break;
  1420. default:
  1421. rRoom->mesh.mMode = OpenGLMesh::OpenGLMeshModeTexture;
  1422. break;
  1423. }
  1424. if (draw_alpha)
  1425. {
  1426. rRoom->mesh.drawAlpha();
  1427. }
  1428. else
  1429. {
  1430. rRoom->mesh.drawSolid();
  1431. }
  1432. glPopMatrix();
  1433. //mTexture.bindTextureId(0);
  1434. // Draw other room meshes and sprites
  1435. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1436. {
  1437. if (mFlags & Render::fRoomModels)
  1438. {
  1439. static_model_t *mdl;
  1440. for (room->models.start(); room->models.forward();
  1441. room->models.next())
  1442. {
  1443. mdl = room->models.current();
  1444. if (!mdl)
  1445. continue;
  1446. mdl->pos[0] += room->pos[0];
  1447. mdl->pos[1] += room->pos[1];
  1448. mdl->pos[2] += room->pos[2];
  1449. // Depth sort room model render list with qsort
  1450. room->models.qSort(compareStaticModels);
  1451. mdl->pos[0] -= room->pos[0];
  1452. mdl->pos[1] -= room->pos[1];
  1453. mdl->pos[2] -= room->pos[2];
  1454. }
  1455. for (room->models.start(); room->models.forward();
  1456. room->models.next())
  1457. {
  1458. drawRoomModel(room->models.current());
  1459. }
  1460. }
  1461. // Draw other room alpha polygon objects
  1462. if (mFlags & Render::fSprites)
  1463. {
  1464. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1465. {
  1466. drawSprite(room->sprites.current());
  1467. }
  1468. }
  1469. }
  1470. }
  1471. void Render::drawSprite(sprite_t *sprite)
  1472. {
  1473. if (!sprite)
  1474. return;
  1475. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1476. sprite->radius))
  1477. return;
  1478. glPushMatrix();
  1479. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1480. // Sprites must always face camera, because they have no depth =)
  1481. glRotated(mCamera->getYaw(), 0, 1, 0);
  1482. switch (mMode)
  1483. {
  1484. // No vertex lighting on sprites, as far as I see in specs
  1485. // So just draw normal texture, no case 2
  1486. case Render::modeSolid:
  1487. glBegin(GL_TRIANGLE_STRIP);
  1488. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1489. glVertex3fv(sprite->vertex[0].pos);
  1490. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1491. glVertex3fv(sprite->vertex[1].pos);
  1492. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1493. glVertex3fv(sprite->vertex[3].pos);
  1494. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1495. glVertex3fv(sprite->vertex[2].pos);
  1496. glEnd();
  1497. break;
  1498. case Render::modeWireframe:
  1499. glColor3fv(CYAN);
  1500. glBegin(GL_LINE_LOOP);
  1501. glVertex3fv(sprite->vertex[0].pos);
  1502. glVertex3fv(sprite->vertex[1].pos);
  1503. glVertex3fv(sprite->vertex[2].pos);
  1504. glVertex3fv(sprite->vertex[3].pos);
  1505. glEnd();
  1506. glColor3fv(WHITE);
  1507. break;
  1508. default:
  1509. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1510. glBegin(GL_TRIANGLE_STRIP);
  1511. glTexCoord2fv(sprite->texel[0].st);
  1512. glVertex3fv(sprite->vertex[0].pos);
  1513. glTexCoord2fv(sprite->texel[1].st);
  1514. glVertex3fv(sprite->vertex[1].pos);
  1515. glTexCoord2fv(sprite->texel[3].st);
  1516. glVertex3fv(sprite->vertex[3].pos);
  1517. glTexCoord2fv(sprite->texel[2].st);
  1518. glVertex3fv(sprite->vertex[2].pos);
  1519. glEnd();
  1520. }
  1521. glPopMatrix();
  1522. }
  1523. void Render::drawRoomModel(static_model_t *mesh)
  1524. {
  1525. model_mesh_t *r_mesh;
  1526. if (!mesh)
  1527. return;
  1528. r_mesh = gWorld.getMesh(mesh->index);
  1529. if (!r_mesh)
  1530. return;
  1531. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1532. return;
  1533. glPushMatrix();
  1534. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1535. glRotated(mesh->yaw, 0, 1, 0);
  1536. drawModelMesh(r_mesh, roomMesh);
  1537. glPopMatrix();
  1538. }
  1539. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1540. {
  1541. glBegin(GL_TRIANGLES);
  1542. switch (mMode)
  1543. {
  1544. case modeSolid:
  1545. case modeVertexLight:
  1546. if (r_mesh->colors)
  1547. {
  1548. glColor3fv(r_mesh->colors+ttri->index[0]);
  1549. glTexCoord2fv(ttri->st);
  1550. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1551. glColor3fv(r_mesh->colors+ttri->index[1]);
  1552. glTexCoord2fv(ttri->st+2);
  1553. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1554. glColor3fv(r_mesh->colors+ttri->index[2]);
  1555. glTexCoord2fv(ttri->st+4);
  1556. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1557. }
  1558. else if (r_mesh->normals)
  1559. {
  1560. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1561. glTexCoord2fv(ttri->st);
  1562. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1563. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1564. glTexCoord2fv(ttri->st+2);
  1565. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1566. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1567. glTexCoord2fv(ttri->st+4);
  1568. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1569. }
  1570. else
  1571. {
  1572. glTexCoord2fv(ttri->st);
  1573. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1574. glTexCoord2fv(ttri->st+2);
  1575. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1576. glTexCoord2fv(ttri->st+4);
  1577. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1578. }
  1579. break;
  1580. case modeWireframe:
  1581. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1582. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1583. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1584. break;
  1585. default:
  1586. glTexCoord2fv(ttri->st);
  1587. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1588. glTexCoord2fv(ttri->st+2);
  1589. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1590. glTexCoord2fv(ttri->st+4);
  1591. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1592. }
  1593. glEnd();
  1594. }
  1595. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1596. {
  1597. texture_tri_t *ttri;
  1598. int lastTexture = -1;
  1599. // If they pass NULL structs let it hang up - this is tmp
  1600. //! \fixme Duh, vis tests need to be put back
  1601. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1602. //{
  1603. // return;
  1604. //}
  1605. #ifdef USE_GL_ARRAYS
  1606. // Setup Arrays ( move these to another method depends on mMode )
  1607. glEnableClientState(GL_VERTEX_ARRAY);
  1608. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1609. if (r_mesh->normals)
  1610. {
  1611. glEnableClientState(GL_NORMAL_ARRAY);
  1612. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1613. }
  1614. if (r_mesh->colors)
  1615. {
  1616. glEnableClientState(GL_COLOR_ARRAY);
  1617. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1618. }
  1619. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1620. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1621. glBegin(GL_TRIANGLES);
  1622. for (r_mesh->texturedTriangles.start();
  1623. r_mesh->texturedTriangles.forward();
  1624. r_mesh->texturedTriangles.next())
  1625. {
  1626. ttri = r_mesh->texturedTriangles.current();
  1627. if (!ttri)
  1628. continue;
  1629. for (k = 0; k < 4; ++k)
  1630. {
  1631. index = mQuads[i].quads[j*4+k];
  1632. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1633. glArrayElement(mVertices[index]);
  1634. }
  1635. }
  1636. glEnd();
  1637. #endif
  1638. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1639. glColor3fv(WHITE);
  1640. if (mMode == modeWireframe)
  1641. {
  1642. switch (type)
  1643. {
  1644. case roomMesh:
  1645. glColor3fv(YELLOW);
  1646. break;
  1647. case skeletalMesh:
  1648. glColor3fv(WHITE);
  1649. break;
  1650. }
  1651. }
  1652. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1653. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1654. // Colored Triagles
  1655. for (r_mesh->coloredTriangles.start();
  1656. r_mesh->coloredTriangles.forward();
  1657. r_mesh->coloredTriangles.next())
  1658. {
  1659. ttri = r_mesh->coloredTriangles.current();
  1660. if (!ttri)
  1661. continue;
  1662. if (mMode != modeWireframe && mMode != modeSolid &&
  1663. ttri->texture != lastTexture)
  1664. {
  1665. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1666. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1667. lastTexture = ttri->texture;
  1668. }
  1669. tmpRenderModelMesh(r_mesh, ttri);
  1670. }
  1671. // Colored Rectagles
  1672. for (r_mesh->coloredRectangles.start();
  1673. r_mesh->coloredRectangles.forward();
  1674. r_mesh->coloredRectangles.next())
  1675. {
  1676. ttri = r_mesh->coloredRectangles.current();
  1677. if (!ttri)
  1678. continue;
  1679. if (mMode != modeWireframe && mMode != modeSolid &&
  1680. ttri->texture != lastTexture)
  1681. {
  1682. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1683. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1684. lastTexture = ttri->texture;
  1685. }
  1686. tmpRenderModelMesh(r_mesh, ttri);
  1687. }
  1688. // Textured Tris
  1689. for (r_mesh->texturedTriangles.start();
  1690. r_mesh->texturedTriangles.forward();
  1691. r_mesh->texturedTriangles.next())
  1692. {
  1693. ttri = r_mesh->texturedTriangles.current();
  1694. if (!ttri)
  1695. continue;
  1696. if (mMode != modeWireframe && mMode != modeSolid &&
  1697. ttri->texture != lastTexture)
  1698. {
  1699. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1700. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1701. lastTexture = ttri->texture;
  1702. }
  1703. tmpRenderModelMesh(r_mesh, ttri);
  1704. }
  1705. // Textured Quads
  1706. for (r_mesh->texturedRectangles.start();
  1707. r_mesh->texturedRectangles.forward();
  1708. r_mesh->texturedRectangles.next())
  1709. {
  1710. ttri = r_mesh->texturedRectangles.current();
  1711. if (!ttri)
  1712. continue;
  1713. if (mMode != modeWireframe && mMode != modeSolid &&
  1714. ttri->texture != lastTexture)
  1715. {
  1716. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1717. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1718. lastTexture = ttri->texture;
  1719. }
  1720. tmpRenderModelMesh(r_mesh, ttri);
  1721. }
  1722. }
  1723. void Render::setSkyMesh(int index, bool rot)
  1724. {
  1725. mSkyMesh = index;
  1726. mSkyMeshRotation = rot;
  1727. }
  1728. void Render::ViewModel(entity_t *ent, int index)
  1729. {
  1730. skeletal_model_t *model;
  1731. if (!ent)
  1732. {
  1733. return;
  1734. }
  1735. model = gWorld.getModel(index);
  1736. if (model)
  1737. {
  1738. ent->modelId = index;
  1739. printf("Viewmodel skeletal model %i\n", model->id);
  1740. }
  1741. }
  1742. void Render::RegisterCamera(Camera *camera)
  1743. {
  1744. if (camera)
  1745. {
  1746. mCamera = camera;
  1747. }
  1748. }
  1749. GLString *Render::GetString()
  1750. {
  1751. return &mString;
  1752. }
  1753. void Render::addSkeletalModel(SkeletalModel *mdl)
  1754. {
  1755. mModels.pushBack(mdl);
  1756. }
  1757. void Render::updateViewVolume()
  1758. {
  1759. matrix_t proj;
  1760. matrix_t mdl;
  1761. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1762. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1763. gViewVolume.updateFrame(proj, mdl);
  1764. }
  1765. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1766. {
  1767. // For debugging purposes
  1768. if (mMode == Render::modeWireframe)
  1769. {
  1770. //glPointSize(5.0);
  1771. //glColor3fv(PINK);
  1772. //glBegin(GL_POINTS);
  1773. //glVertex3fv(bbox_min);
  1774. //glVertex3fv(bbox_max);
  1775. //glEnd();
  1776. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1777. }
  1778. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1779. }
  1780. bool Render::isVisible(float x, float y, float z)
  1781. {
  1782. // For debugging purposes
  1783. if (mMode == Render::modeWireframe)
  1784. {
  1785. glPointSize(5.0);
  1786. glColor3fv(PINK);
  1787. glBegin(GL_POINTS);
  1788. glVertex3f(x, y, z);
  1789. glEnd();
  1790. }
  1791. return (gViewVolume.isPointInFrustum(x, y, z));
  1792. }
  1793. bool Render::isVisible(float x, float y, float z, float radius)
  1794. {
  1795. // For debugging purposes
  1796. if (mMode == Render::modeWireframe)
  1797. {
  1798. glPointSize(5.0);
  1799. glColor3fv(PINK);
  1800. glBegin(GL_POINTS);
  1801. glVertex3f(x, y, z);
  1802. glEnd();
  1803. }
  1804. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1805. }