Open Source Tomb Raider Engine
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Render.cpp 48KB

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  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_MEMEORY
  35. # include "memeory_test.h"
  36. #endif
  37. #ifdef DEBUG_GL
  38. # include "gl_test.cpp"
  39. #endif
  40. #ifdef USING_MD3
  41. # include "Md3AnimModel.h"
  42. extern Md3AnimModel gMd3;
  43. #endif
  44. #include "Render.h"
  45. extern entity_t *LARA;
  46. extern World gWorld;
  47. // Colors
  48. const float BLACK[] = { 0.0, 0.0, 0.0, 1.0 };
  49. const float DIM_WHITE[] = { 0.5, 0.5, 0.5, 1.0 };
  50. const float WHITE[] = { 1.0, 1.0, 1.0, 1.0 };
  51. const float RED[] = { 1.0, 0.0, 0.0, 1.0 };
  52. const float GREEN[] = { 0.0, 1.0, 0.0, 1.0 };
  53. const float NEXT_PURPLE[] = { 0.3, 0.3, 0.5, 1.0 };
  54. const float OR_BLUE[] = { 0.5, 0.7, 1.0, 1.0 };
  55. const float PINK[] = { 1.0, 0.0, 1.0, 1.0 };
  56. const float YELLOW[] = { 1.0, 1.0, 0.0, 1.0 };
  57. const float CYAN[] = { 0.0, 1.0, 1.0, 1.0 };
  58. ViewVolume gViewVolume; /* View volume for frustum culling */
  59. int compareEntites(const void *voidA, const void *voidB)
  60. {
  61. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  62. vec_t distA, distB;
  63. if (!a || !b)
  64. return -1; // error really
  65. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  66. a->pos[1],
  67. a->pos[2],
  68. 1.0f);
  69. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  70. b->pos[1],
  71. b->pos[2],
  72. 1.0f);
  73. // less than
  74. if (distA < distB)
  75. return -1;
  76. // greater than ( no need for equal )
  77. return 1;
  78. }
  79. int compareStaticModels(const void *voidA, const void *voidB)
  80. {
  81. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  82. vec_t distA, distB;
  83. if (!a || !b)
  84. return -1; // error really
  85. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  86. a->pos[1],
  87. a->pos[2],
  88. 128.0f);
  89. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  90. b->pos[1],
  91. b->pos[2],
  92. 128.0f);
  93. // less than
  94. if (distA < distB)
  95. return -1;
  96. // greater than ( no need for equal )
  97. return 1;
  98. }
  99. int compareRoomDist(const void *voidA, const void *voidB)
  100. {
  101. RenderRoom *a = (RenderRoom *)voidA, *b = (RenderRoom *)voidB;
  102. if (!a || !b || !a->room || !b->room)
  103. return -1; // error really
  104. // less than
  105. if (a->dist < b->dist)
  106. return -1;
  107. // greater than ( no need for equal )
  108. return 1;
  109. }
  110. ////////////////////////////////////////////////////////////
  111. // Constructors
  112. ////////////////////////////////////////////////////////////
  113. Render::Render()
  114. {
  115. #ifdef USING_EMITTER
  116. mEmitter = 0x0;
  117. #endif
  118. mCamera = 0x0;
  119. mSkyMesh = -1;
  120. mMode = Render::modeDisabled;
  121. mLock = 0;
  122. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  123. Render::fRoomModels | Render::fEntityModels |
  124. Render::fUsePortals | fUpdateRoomListPerFrame);
  125. mModels.setError(0x0);
  126. mRooms.setError(0x0);
  127. mRoomRenderList.setError(0x0);
  128. }
  129. Render::~Render()
  130. {
  131. ClearWorld();
  132. }
  133. ////////////////////////////////////////////////////////////
  134. // Public Accessors
  135. ////////////////////////////////////////////////////////////
  136. void Render::screenShot(char *filenameBase)
  137. {
  138. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  139. }
  140. ////////////////////////////////////////////////////////////
  141. // Public Mutators
  142. ////////////////////////////////////////////////////////////
  143. void Render::addRoom(RenderRoom *room)
  144. {
  145. mRooms.pushBack(room);
  146. }
  147. void Render::loadTexture(unsigned char *image,
  148. unsigned int width, unsigned int height,
  149. unsigned int id)
  150. {
  151. glColor3fv(WHITE);
  152. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  153. }
  154. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  155. unsigned int *nextId)
  156. {
  157. char filename[128];
  158. bool fastCard = mFlags & Render::fFastCard;
  159. char *console = "Toggle the Console with [`] key, Menu with <esc>";
  160. int font_id;
  161. int snow1_id;
  162. int snow2_id;
  163. int bg_id;
  164. int err;
  165. int id[5];
  166. unsigned int numTextures = 0;
  167. unsigned char color[4];
  168. // We want to update as needed later
  169. mNumTexturesLoaded = numLoaded;
  170. mNextTextureId = nextId;
  171. mTexture.reset();
  172. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  173. However, color texturegen is a lot */
  174. if (fastCard)
  175. {
  176. mTexture.setFlag(Texture::fUseMipmaps);
  177. }
  178. printf("Processing textures: ");
  179. color[0] = 0xff;
  180. color[1] = 0xff;
  181. color[2] = 0xff;
  182. color[3] = 0xff;
  183. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  184. {
  185. ++numTextures;
  186. }
  187. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  188. filename[127] = 0;
  189. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  190. {
  191. ++numTextures;
  192. }
  193. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  194. filename[127] = 0;
  195. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  196. {
  197. ++numTextures;
  198. }
  199. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  200. filename[127] = 0;
  201. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  202. {
  203. ++numTextures;
  204. }
  205. extern char *gFontFilename;
  206. if ((mTexture.loadFontTTF(gFontFilename,
  207. //0x303f, 0x3093-0x303f)) // Hiragana
  208. 32, 126 - 32)) // ASCII
  209. > -1)
  210. {
  211. ++numTextures;
  212. }
  213. snprintf(filename, 126, "%s%s", textureDir, "font-0.tga");
  214. filename[127] = 0;
  215. if ((font_id = mTexture.loadTGA(filename)) > -1)
  216. {
  217. ++numTextures;
  218. }
  219. // Werid that it isn't linear, must be some storage deal in Texture
  220. // I forgot about Id allocation
  221. *nextId = font_id;
  222. // Setup particle system test
  223. initEmitter("Snow test", 650, snow1_id, snow2_id);
  224. // Mongoose 2002.01.01, Temp placement of GLString init
  225. id[0] = font_id;
  226. id[4] = id[3] = id[2] = id[1] = -1;
  227. mString.Init(5, 5, id);
  228. // String 0: OpenRaider version in lower right corner
  229. mString.Scale(0.90);
  230. err = mString.glPrintf(mWidth - 14 * strlen(VERSION),
  231. mHeight-24*3, 0, VERSION);
  232. mString.SetString(0, VERSION);
  233. mString.Scale(1.0);
  234. if (err)
  235. {
  236. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  237. }
  238. // String 1: Used for FPS in game text output
  239. err = mString.glPrintf(8, 0, 0, " ");
  240. if (err)
  241. {
  242. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  243. }
  244. // String 2: Used for game console
  245. err = mString.glPrintf(8, -24, 0, console);
  246. if (err)
  247. {
  248. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  249. }
  250. // String 3: Used for one line map select menu
  251. mString.Scale(1.75);
  252. err = mString.glPrintf(mWidth/2-200, mHeight/2-24, 0, "Press <esc> for menu");
  253. mString.Scale(1.0);
  254. if (err)
  255. {
  256. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  257. }
  258. // String 4: Used for one line in game text output
  259. err = mString.glPrintf(8, 18*2, 0, " ");
  260. if (err)
  261. {
  262. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  263. }
  264. printf("\n");
  265. *numLoaded = numTextures;
  266. }
  267. void Render::loadMd3(char *model, char *skin)
  268. {
  269. #ifdef USING_MD3
  270. char filename[256];
  271. snprintf(filename, 255, "data/models/players/%s", model);
  272. if (gMd3.load(filename, skin, MD3_LOD_HIGH) < 0)
  273. {
  274. printf("ERROR: MD3 '%s' not loaded\n", filename);
  275. }
  276. else
  277. {
  278. gMd3.loadWeapon("data/models/weapons2/railgun", "railgun");
  279. gMd3.loadWeapon("data/models/weapons2/plasma", "plasma");
  280. gMd3.loadWeapon("data/models/weapons2/machinegun", "machinegun");
  281. gMd3.setAnimUpper(TORSO_STAND);
  282. gMd3.setAnimLower(LEGS_WALK);
  283. // Setup textures
  284. for (unsigned int i = 0; i < gMd3.texNumTest; ++i)
  285. {
  286. snprintf(filename, 255, "data/%s", gMd3.texTest[i].name);
  287. gMd3.texTest[i].gl_texture_id = mTexture.loadTGA(filename, true);
  288. if (gMd3.texTest[i].gl_texture_id < 0)
  289. {
  290. printf("ERROR: Md3 texture '%s' not loaded\n", filename);
  291. }
  292. else
  293. {
  294. (*mNumTexturesLoaded)++;
  295. (*mNextTextureId) = gMd3.texTest[i].gl_texture_id;
  296. }
  297. }
  298. }
  299. #endif
  300. }
  301. void Render::initEmitter(char *name, unsigned int size,
  302. unsigned int snowTex1, unsigned int snowTex2)
  303. {
  304. #ifdef USING_EMITTER
  305. // Mongoose 2002.01.01, Screwing around with particle emitter test
  306. // note this is backwards b/c load screen is rendered upsidedown
  307. mEmitter = new Emitter(/*name*/"snow", size);
  308. mEmitter->SetTextureId(snowTex1);
  309. mEmitter->TextureId(120, 280, snowTex2);
  310. mEmitter->TextureId(400, 450, snowTex2);
  311. mEmitter->TextureId(500, 550, snowTex2);
  312. // Mongoose 2002.01.01, Varing force and speed should look
  313. // like varing mass/SA in wind, maybe
  314. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  315. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  316. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  317. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  318. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  319. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  320. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  321. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  322. #endif
  323. }
  324. void Render::ClearWorld()
  325. {
  326. LARA = NULL;
  327. mRoomRenderList.clear();
  328. mRooms.erase();
  329. mModels.erase();
  330. #ifdef USING_EMITTER
  331. if (mEmitter)
  332. {
  333. delete mEmitter;
  334. mEmitter = 0x0;
  335. }
  336. #endif
  337. }
  338. // Texture must be set to WHITE solid color texture
  339. void renderTrace(int color, vec3_t start, vec3_t end)
  340. {
  341. const float widthStart = 10.0f; //5.0f;
  342. const float widthEnd = 10.0f;
  343. float delta = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  344. // Draw two long quads that skrink and fade the they go further out
  345. glBegin(GL_QUADS);
  346. switch (color)
  347. {
  348. case 0:
  349. glColor3f(0.9 - delta, 0.2, 0.2);
  350. break;
  351. case 1:
  352. glColor3f(0.2, 0.9 - delta, 0.2);
  353. break;
  354. case 2:
  355. default:
  356. glColor3f(0.2, 0.2, 0.9 - delta);
  357. }
  358. glVertex3f(start[0], start[1], start[2]);
  359. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  360. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  361. glVertex3f(end[0], end[1], end[2]);
  362. glVertex3f(start[0], start[1], start[2]);
  363. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  364. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  365. glVertex3f(end[0], end[1], end[2]);
  366. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  367. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  368. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  369. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  370. glEnd();
  371. }
  372. void Render::Init(int width, int height, bool fast_card)
  373. {
  374. char *s;
  375. mWidth = width;
  376. mHeight = height;
  377. mFlags |= Render::fFastCard;
  378. if (!fast_card)
  379. {
  380. mFlags ^= Render::fFastCard;
  381. }
  382. // Print driver support information
  383. printf("\n\n\t## GL Driver Info ##\n");
  384. printf("\tVendor : %s\n", glGetString(GL_VENDOR));
  385. printf("\tRenderer : %s\n", glGetString(GL_RENDERER));
  386. printf("\tVersion : %s\n", glGetString(GL_VERSION));
  387. printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  388. // Testing for goodies
  389. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  390. s = (char*)glGetString(GL_EXTENSIONS);
  391. if (s && s[0])
  392. {
  393. printf("\tGL_ARB_multitexture \t\t");
  394. if (strstr(s, "GL_ARB_multitexture"))
  395. {
  396. mFlags |= Render::fMultiTexture;
  397. printf("YES\n");
  398. }
  399. else
  400. {
  401. printf("NO\n");
  402. }
  403. printf("\tGL_EXT_texture_env_combine\t\t");
  404. if (strstr(s, "GL_EXT_texture_env_combine"))
  405. {
  406. printf("YES\n");
  407. }
  408. else
  409. {
  410. printf("NO\n");
  411. }
  412. }
  413. // Set up Z buffer
  414. glEnable(GL_DEPTH_TEST);
  415. glDepthFunc(GL_LESS);
  416. // Set up culling
  417. glEnable(GL_CULL_FACE);
  418. glFrontFace(GL_CW);
  419. //glFrontFace(GL_CCW);
  420. //glCullFace(GL_FRONT);
  421. // Set background to black
  422. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  423. // Disable lighting
  424. glDisable(GL_LIGHTING);
  425. // Set up alpha blending
  426. if (fast_card)
  427. {
  428. glEnable(GL_BLEND);
  429. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  430. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  431. glAlphaFunc(GL_GREATER, 0);
  432. }
  433. else
  434. {
  435. glDisable(GL_BLEND);
  436. glDisable(GL_ALPHA_TEST);
  437. }
  438. glPointSize(5.0);
  439. // Setup shading
  440. glShadeModel(GL_SMOOTH);
  441. if (fast_card)
  442. {
  443. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  444. glHint(GL_FOG_HINT, GL_NICEST);
  445. glEnable(GL_COLOR_MATERIAL);
  446. glEnable(GL_DITHER);
  447. // AA polygon edges
  448. //glEnable(GL_POLYGON_SMOOTH);
  449. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  450. }
  451. else
  452. {
  453. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  454. glHint(GL_FOG_HINT, GL_FASTEST);
  455. glDisable(GL_COLOR_MATERIAL);
  456. glDisable(GL_DITHER);
  457. glDisable(GL_POLYGON_SMOOTH);
  458. }
  459. glDisable(GL_LINE_SMOOTH);
  460. glDisable(GL_POINT_SMOOTH);
  461. glDisable(GL_AUTO_NORMAL);
  462. glDisable(GL_LOGIC_OP);
  463. glDisable(GL_TEXTURE_1D);
  464. glDisable(GL_STENCIL_TEST);
  465. glDisable(GL_FOG);
  466. glDisable(GL_NORMALIZE);
  467. glEnableClientState(GL_VERTEX_ARRAY);
  468. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  469. glDisableClientState(GL_COLOR_ARRAY);
  470. glDisableClientState(GL_NORMAL_ARRAY);
  471. glPolygonMode(GL_FRONT, GL_FILL);
  472. glMatrixMode(GL_MODELVIEW);
  473. }
  474. void setLighting(bool on)
  475. {
  476. if (on)
  477. {
  478. glEnable(GL_LIGHTING);
  479. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  480. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  481. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  482. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  483. }
  484. else
  485. {
  486. glDisable(GL_LIGHTING);
  487. }
  488. }
  489. void lightRoom(RenderRoom *room)
  490. {
  491. unsigned int i;
  492. Light *light;
  493. for (i = 0; i < room->lights.size(); ++i)
  494. {
  495. light = room->lights[i];
  496. if (!light)
  497. continue;
  498. glEnable(GL_LIGHT0 + i);
  499. switch (light->mType)
  500. {
  501. case Light::typeSpot:
  502. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  503. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  504. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  505. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  506. break;
  507. case Light::typePoint:
  508. case Light::typeDirectional:
  509. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  510. // GL_QUADRATIC_ATTENUATION
  511. // GL_LINEAR_ATTENUATION
  512. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  513. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  514. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  515. break;
  516. }
  517. }
  518. }
  519. void Render::toggleFlag(unsigned int flag)
  520. {
  521. if (mFlags & flag)
  522. clearFlags(flag);
  523. else
  524. setFlags(flag);
  525. }
  526. void Render::clearFlags(unsigned int flags)
  527. {
  528. // _defaults |= flags; // Force removal if it wasn't set
  529. mFlags ^= flags;
  530. if (flags & Render::fFog)
  531. {
  532. if (glIsEnabled(GL_FOG))
  533. {
  534. glDisable(GL_FOG);
  535. }
  536. }
  537. if (flags & Render::fGL_Lights)
  538. {
  539. setLighting(false);
  540. }
  541. }
  542. void Render::setFlags(unsigned int flags)
  543. {
  544. mFlags |= flags;
  545. if (flags & Render::fFog)
  546. {
  547. glEnable(GL_FOG);
  548. glFogf(GL_FOG_MODE, GL_EXP2);
  549. glFogf(GL_FOG_DENSITY, 0.00008);
  550. glFogf(GL_FOG_START, 30000.0);
  551. glFogf(GL_FOG_END, 50000.0);
  552. glFogfv(GL_FOG_COLOR, BLACK);
  553. }
  554. if (flags & Render::fGL_Lights)
  555. {
  556. setLighting(true);
  557. }
  558. }
  559. void Render::Update(int width, int height)
  560. {
  561. mWidth = width;
  562. mHeight = height;
  563. }
  564. int Render::getMode()
  565. {
  566. return mMode;
  567. }
  568. void Render::setMode(int n)
  569. {
  570. mMode = n;
  571. switch (mMode)
  572. {
  573. case Render::modeDisabled:
  574. break;
  575. case Render::modeSolid:
  576. case Render::modeWireframe:
  577. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  578. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  579. glDisable(GL_TEXTURE_2D);
  580. break;
  581. default:
  582. if (mFlags & Render::fFastCard)
  583. {
  584. if (mMode == Render::modeLoadScreen)
  585. {
  586. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  587. }
  588. else
  589. {
  590. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  591. }
  592. }
  593. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  594. glEnable(GL_TEXTURE_2D);
  595. }
  596. }
  597. void Render::Display()
  598. {
  599. vec3_t curPos;
  600. vec3_t camPos;
  601. vec3_t atPos;
  602. RenderRoom *room;
  603. int index;
  604. #ifdef DEBUG_MATRIX
  605. gl_test_reset();
  606. #endif
  607. // Assertion: Rendering is disabled without texture or camera
  608. if (!mCamera)
  609. {
  610. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  611. return;
  612. }
  613. switch (mMode)
  614. {
  615. case Render::modeDisabled:
  616. return;
  617. break;
  618. case Render::modeLoadScreen:
  619. // Mongoose 2002.01.01, FIXME entry for seperate main drawing method
  620. drawLoadScreen();
  621. return;
  622. default:
  623. ;
  624. }
  625. if (mMode == Render::modeWireframe)
  626. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  627. else
  628. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  629. index = -1;
  630. if (LARA)
  631. {
  632. float yaw;
  633. int sector;
  634. float camOffsetH = 0.0f;
  635. switch (LARA->moveType)
  636. {
  637. case worldMoveType_fly:
  638. case worldMoveType_noClipping:
  639. case worldMoveType_swim:
  640. camOffsetH = 64.0f;
  641. break;
  642. default:
  643. camOffsetH = 512.0f;
  644. }
  645. curPos[0] = LARA->pos[0];
  646. curPos[1] = LARA->pos[1];
  647. curPos[2] = LARA->pos[2];
  648. yaw = LARA->angles[1];
  649. index = LARA->room;
  650. // Mongoose 2002.08.24, New 3rd person camera hack
  651. camPos[0] = curPos[0];
  652. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  653. camPos[2] = curPos[2];
  654. camPos[0] -= (1024.0 * sin(yaw));
  655. camPos[2] -= (1024.0 * cos(yaw));
  656. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  657. // Handle camera out of world
  658. if (sector < 0 || gWorld.isWall(index, sector))
  659. {
  660. camPos[0] = curPos[0] + (64.0 * sin(yaw));
  661. camPos[1] -= 64.0;
  662. camPos[2] = curPos[2] + (64.0 * cos(yaw));
  663. }
  664. mCamera->setPosition(camPos);
  665. }
  666. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  667. glLoadIdentity();
  668. // Setup view in OpenGL with camera
  669. mCamera->update();
  670. mCamera->getPosition(camPos);
  671. mCamera->getTarget(atPos);
  672. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  673. gluLookAt(camPos[0], camPos[1], camPos[2],
  674. atPos[0], atPos[1], atPos[2],
  675. 0.0, -1.0, 0.0);
  676. // Update view volume for vising
  677. updateViewVolume();
  678. // Let's see the LoS -- should be event controled
  679. if (LARA)
  680. {
  681. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  682. // Draw in solid colors
  683. glDisable(GL_TEXTURE_2D);
  684. glDisable(GL_CULL_FACE);
  685. if (LARA->state == 64) // eWeaponFire
  686. {
  687. vec3_t u, v; //, s, t;
  688. // Center of LARA
  689. u[0] = curPos[0];
  690. u[1] = curPos[1] - 512.0;
  691. u[2] = curPos[2];
  692. // Location LARA is aiming at? ( Not finished yet )
  693. v[0] = u[0] + (9000.0 * sin(LARA->angles[1]));
  694. v[1] = u[1] + (9000.0 * sin(LARA->angles[2]));
  695. v[2] = u[2] + (9000.0 * cos(LARA->angles[1]));
  696. //mtkVectorSubtract(u, v, t);
  697. //mtkVectorSubtract(u, curPos, s);
  698. //printf("* %f rad\n", LARA->angles[1]);
  699. // Test tracing of aim
  700. renderTrace(0, u, v); // v = target
  701. }
  702. entity_t *route = LARA->master;
  703. while (route)
  704. {
  705. if (route->master)
  706. {
  707. renderTrace(1, route->pos, route->master->pos);
  708. }
  709. route = route->master;
  710. }
  711. glEnable(GL_CULL_FACE);
  712. glEnable(GL_TEXTURE_2D);
  713. }
  714. // Render world
  715. glColor3fv(DIM_WHITE); // was WHITE
  716. drawSkyMesh(96.0);
  717. // Figure out how much of the map to render
  718. newRoomRenderList(index);
  719. // Room solid pass, need to do depth sorting to avoid 2 pass render
  720. for (mRoomRenderList.start(); mRoomRenderList.forward();
  721. mRoomRenderList.next())
  722. {
  723. room = mRoomRenderList.current();
  724. if (room)
  725. {
  726. if (mFlags & Render::fGL_Lights)
  727. {
  728. lightRoom(room);
  729. }
  730. drawRoom(room, false);
  731. }
  732. }
  733. // Draw all visible enities
  734. if (mFlags & Render::fEntityModels)
  735. {
  736. entity_t *e;
  737. Vector<entity_t *> entityRenderList;
  738. Vector<entity_t *> *entities = gWorld.getEntities();
  739. for (entities->start(); entities->forward(); entities->next())
  740. {
  741. e = entities->current();
  742. // Mongoose 2002.03.26, Don't show lara to it's own player
  743. if (!e || e == LARA)
  744. {
  745. continue;
  746. }
  747. // Mongoose 2002.08.15, Nothing to draw, skip
  748. // Mongoose 2002.12.24, Some entities have no animation =p
  749. if (e->tmpHook)
  750. {
  751. SkeletalModel *mdl = (SkeletalModel *)e->tmpHook;
  752. if (mdl->model->animation.empty())
  753. continue;
  754. }
  755. // Is it in view volume? ( Hack to use sphere )
  756. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  757. continue;
  758. // Is it in a room we're rendering?
  759. //if (mRoomRenderList[e->room] == 0x0)
  760. //{
  761. // continue;
  762. //}
  763. entityRenderList.pushBack(e);
  764. }
  765. // Draw objects not tied to rooms
  766. glPushMatrix();
  767. drawObjects();
  768. glPopMatrix();
  769. // Depth sort entityRenderList with qsort
  770. entityRenderList.qSort(compareEntites);
  771. for (entityRenderList.start(); entityRenderList.forward();
  772. entityRenderList.next())
  773. {
  774. e = entityRenderList.current();
  775. glPushMatrix();
  776. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  777. glRotatef(e->angles[1], 0, 1, 0);
  778. drawModel((SkeletalModel *)e->tmpHook);
  779. glPopMatrix();
  780. }
  781. }
  782. // Room alpha pass
  783. // Skip room alpha pass for modes w/o texture
  784. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  785. {
  786. for (mRoomRenderList.start(); mRoomRenderList.forward();
  787. mRoomRenderList.next())
  788. {
  789. room = mRoomRenderList.current();
  790. if (room)
  791. {
  792. drawRoom(room, true);
  793. }
  794. }
  795. }
  796. #ifdef USING_EMITTER_IN_GAME
  797. // Mongoose 2002.01.01, Test particle prototype in game
  798. if (EMIT && mFlags & RENDER_F_PARTICLES)
  799. {
  800. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  801. glPushMatrix();
  802. glLoadIdentity();
  803. glEnable(GL_BLEND);
  804. glRotatef(180.0, 1.0, 0.0, 0.0);
  805. glTranslatef(0.0, -820.0, 575.0);
  806. glScalef(80.0, 80.0, 80.0);
  807. EMIT->Draw();
  808. glPopMatrix();
  809. // Mongoose 2002.03.26, Account for particle system
  810. // not using new binds by setting WHITE texture here
  811. mTexture.bindTextureId(0);
  812. }
  813. #endif
  814. if (mMode == Render::modeWireframe)
  815. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  816. glEnterMode2d(mWidth, mHeight);
  817. glColor3fv(OR_BLUE);
  818. mString.Render(mWidth, mHeight);
  819. glExitMode2d();
  820. #ifdef USING_EMITTER
  821. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  822. #endif
  823. // Mongoose 2002.01.01, Test matrix ops
  824. #ifdef DEBUG_MATRIX
  825. if (gl_test_val())
  826. {
  827. printf("ERROR in matrix stack %i\n", gl_test_val());
  828. }
  829. #endif
  830. glFlush();
  831. }
  832. void Render::newRoomRenderList(int index)
  833. {
  834. static int currentRoomId = -1;
  835. RenderRoom *room;
  836. if (mFlags & Render::fUsePortals)
  837. {
  838. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  839. {
  840. room = mRooms[0];
  841. mRoomRenderList.clear();
  842. if (room)
  843. {
  844. mRoomRenderList.pushBack(room);
  845. }
  846. }
  847. else
  848. {
  849. // Update room render list if needed
  850. if (mFlags & Render::fUpdateRoomListPerFrame ||
  851. currentRoomId != index)
  852. {
  853. mRoomRenderList.clear();
  854. room = mRooms[index];
  855. buildRoomRenderList(room);
  856. }
  857. }
  858. }
  859. else // Render all rooms pretty much
  860. {
  861. if (currentRoomId != index || index == -1)
  862. {
  863. printf("*** Room render list -> %i\n", index);
  864. mRoomRenderList.clear();
  865. for (mRooms.start(); mRooms.forward(); mRooms.next())
  866. {
  867. room = mRooms.current();
  868. if (!room || !room->room)
  869. continue;
  870. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  871. continue;
  872. //room->dist =
  873. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  874. // room->room->bbox_max);
  875. mRoomRenderList.pushBack(room);
  876. }
  877. }
  878. }
  879. // Depth Sort roomRenderList ( no use in that, work on portals first )
  880. mRoomRenderList.qSort(compareRoomDist);
  881. currentRoomId = index;
  882. }
  883. void Render::buildRoomRenderList(RenderRoom *rRoom)
  884. {
  885. RenderRoom *rRoom2;
  886. // Must exist
  887. if (!rRoom || !rRoom->room)
  888. return;
  889. // Must be visible, FIXME: Add depth sorting here - remove multipass
  890. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  891. return;
  892. // Must not already be cached
  893. for (mRoomRenderList.start(); mRoomRenderList.forward();
  894. mRoomRenderList.next())
  895. {
  896. rRoom2 = mRoomRenderList.current();
  897. if (rRoom2 == rRoom)
  898. return;
  899. }
  900. //rRoom->dist =
  901. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  902. // rRoom->room->bbox_max);
  903. /* Add current room to list */
  904. mRoomRenderList.pushBack(rRoom);
  905. if (mFlags & Render::fOneRoom)
  906. {
  907. return;
  908. }
  909. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  910. {
  911. for (mRooms.start(); mRooms.forward(); mRooms.next())
  912. {
  913. rRoom2 = mRooms.current();
  914. if (rRoom2 && rRoom2 != rRoom)
  915. {
  916. buildRoomRenderList(rRoom2);
  917. }
  918. }
  919. return;
  920. }
  921. // Try to add adj rooms and their adj rooms, skip this room
  922. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  923. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  924. {
  925. if (rRoom->room->adjacentRooms.current() < 0)
  926. continue;
  927. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  928. // Mongoose 2002.03.22, Add portal visibility check here
  929. if (rRoom2 && rRoom2 != rRoom)
  930. {
  931. buildRoomRenderList(rRoom2);
  932. }
  933. }
  934. }
  935. void Render::drawSkyMesh(float scale)
  936. {
  937. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  938. if (!model)
  939. return;
  940. glDisable(GL_DEPTH_TEST);
  941. glPushMatrix();
  942. if (mSkyMeshRotation)
  943. {
  944. glRotated(90.0, 1, 0, 0);
  945. }
  946. glTranslated(0.0, 1000.0, 0.0);
  947. glScaled(scale, scale, scale);
  948. //drawModel(model);
  949. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  950. glPopMatrix();
  951. glEnable(GL_DEPTH_TEST);
  952. }
  953. void Render::drawLoadScreen()
  954. {
  955. static float wrap = 0.0001f;
  956. float x = 0.0f, y = 0.0f, z = -160.0f;
  957. float w = 500.0f, h = 500.0f;
  958. if (mTexture.getTextureCount() <= 0)
  959. return;
  960. // Mongoose 2002.01.01, Rendered while game is loading...
  961. // FIXME seperate logo/particle coor later
  962. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  963. glLoadIdentity();
  964. glColor3fv(WHITE);
  965. if (mFlags & Render::fGL_Lights)
  966. glDisable(GL_LIGHTING);
  967. // Mongoose 2002.01.01, Draw logo/load screen
  968. glTranslatef(0.0, 0.0, -2000.0);
  969. glRotatef(180.0, 1.0, 0.0, 0.0);
  970. // Mongoose 2002.03.26, Account for particle system not using new binds
  971. // by not using them here either
  972. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  973. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  974. {
  975. mTexture.bindMultiTexture(1, 3);
  976. glBegin(GL_TRIANGLE_STRIP);
  977. mTexture.useMultiTexture(1.0, 1.0, 0.5 - wrap, 1.0);
  978. glColor3fv(WHITE);
  979. glVertex3f(x + w, y + h, z);
  980. mTexture.useMultiTexture(0.0, 1.0, 0.0 - wrap, 1.0);
  981. glColor3fv(WHITE);
  982. glVertex3f(x - w, y + h, z);
  983. mTexture.useMultiTexture(1.0, 0.0, 0.5 - wrap, 0.5);
  984. glColor3fv(WHITE);
  985. glVertex3f(x + w, y - h, z);
  986. mTexture.useMultiTexture(0.0, 0.0, 0.0 - wrap, 0.5);
  987. glColor3fv(WHITE);
  988. glVertex3f(x - w, y - h, z);
  989. glEnd();
  990. wrap += 0.0012f;
  991. if (wrap > 1.121096f)
  992. mTexture.disableMultiTexture();
  993. }
  994. else
  995. {
  996. glBindTexture(GL_TEXTURE_2D, 2);
  997. glBegin(GL_TRIANGLE_STRIP);
  998. glTexCoord2f(1.0, 1.0);
  999. glVertex3f(x + w, y + h, z);
  1000. glTexCoord2f(0.0, 1.0);
  1001. glVertex3f(x - w, y + h, z);
  1002. glTexCoord2f(1.0, 0.0);
  1003. glVertex3f(x + w, y - h, z);
  1004. glTexCoord2f(0.0, 0.0);
  1005. glVertex3f(x - w, y - h, z);
  1006. glEnd();
  1007. }
  1008. if (mFlags & Render::fGL_Lights)
  1009. glEnable(GL_LIGHTING);
  1010. #ifdef USING_EMITTER
  1011. // Mongoose 2002.01.01, Test particle prototype on load screen
  1012. if (mEmitter && mFlags & Render::fParticles)
  1013. {
  1014. glPushMatrix();
  1015. glLoadIdentity();
  1016. glEnable(GL_BLEND);
  1017. glRotatef(180.0, 1.0, 0.0, 0.0);
  1018. glTranslatef(0.0, -820.0, 575.0);
  1019. glScalef(80.0, 80.0, 80.0);
  1020. // Update view volume for vising
  1021. updateViewVolume();
  1022. gViewVolume.getFrustum(mEmitter->mFrustum);
  1023. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1024. mEmitter->Draw();
  1025. glPopMatrix();
  1026. }
  1027. #endif
  1028. glEnterMode2d(mWidth, mHeight);
  1029. glColor3fv(OR_BLUE);
  1030. mString.Render(mWidth, mHeight);
  1031. glExitMode2d();
  1032. glFlush();
  1033. }
  1034. void Render::drawObjects()
  1035. {
  1036. #ifdef USING_FPS_CAMERA
  1037. vec3_t curPos;
  1038. #endif
  1039. sprite_seq_t *sprite;
  1040. // Draw lara or other player model ( move to entity rendering method )
  1041. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1042. {
  1043. SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  1044. int frame = mdl->getAnimation();
  1045. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1046. if (!LARA->moving)
  1047. {
  1048. frame = mdl->getIdleAnimation();
  1049. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1050. if (frame == 11)
  1051. {
  1052. mdl->setFrame(0);
  1053. }
  1054. }
  1055. if (mdl)
  1056. {
  1057. animation_frame_t *animation = mdl->model->animation[frame];
  1058. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1059. {
  1060. mdl->setFrame(0);
  1061. }
  1062. }
  1063. glPushMatrix();
  1064. #ifdef USING_FPS_CAMERA
  1065. mCamera->getPosition(curPos);
  1066. glTranslated(curPos[0], curPos[1], curPos[2]);
  1067. glRotated(mCamera->getYaw(), 0, 1, 0);
  1068. glTranslated(0, 500, 1200);
  1069. #else
  1070. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1071. glRotated(mCamera->getYaw(), 0, 1, 0);
  1072. #endif
  1073. #ifdef USING_MD3
  1074. glPushMatrix();
  1075. glTranslated(0, -250, -250);
  1076. glRotatef(90.0f, 1, 0, 0);
  1077. glRotatef(90.0f, 0, 0, 1);
  1078. glScalef(0.15, 0.15, 0.15);
  1079. gMd3.render();
  1080. glPopMatrix();
  1081. #else
  1082. drawModel((SkeletalModel *)LARA->tmpHook);
  1083. #endif
  1084. glPopMatrix();
  1085. }
  1086. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1087. if (mFlags & Render::fSprites)
  1088. {
  1089. Vector<sprite_seq_t *> *sprites;
  1090. sprites = gWorld.getSprites();
  1091. for (sprites->start(); sprites->forward(); sprites->next())
  1092. {
  1093. sprite = sprites->current();
  1094. if (!sprite)
  1095. continue;
  1096. if (sprite->sprite && sprite->num_sprites)
  1097. {
  1098. for (int i = 0; i < sprite->num_sprites; i++)
  1099. {
  1100. drawSprite((sprite_t *)(sprite->sprite+i));
  1101. }
  1102. }
  1103. }
  1104. }
  1105. }
  1106. void Render::drawModel(SkeletalModel *model)
  1107. {
  1108. animation_frame_t *animation;
  1109. bone_frame_t *boneframe;
  1110. bone_frame_t *boneframe2 = 0x0;
  1111. bone_tag_t *tag;
  1112. bone_tag_t *tag2;
  1113. unsigned int i;
  1114. int bframe, aframe;
  1115. skeletal_model_t *mdl;
  1116. if (!model || !model->model)
  1117. return;
  1118. mdl = model->model;
  1119. aframe = model->getAnimation();
  1120. bframe = model->getFrame();
  1121. animation = mdl->animation[aframe];
  1122. if (!animation)
  1123. {
  1124. #ifdef DEBUG
  1125. printf("ERROR: No animation for model[%i].aframe[%i] %i\n",
  1126. mdl->id, aframe, mdl->animation.size());
  1127. #endif
  1128. return;
  1129. }
  1130. if (animation->frame.empty())
  1131. {
  1132. #ifdef DEBUG_RENDER
  1133. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1134. mdl->id, bframe);
  1135. #endif
  1136. return;
  1137. }
  1138. boneframe = animation->frame[bframe];
  1139. if (!boneframe)
  1140. return;
  1141. if (boneframe->tag.empty())
  1142. {
  1143. printf("Empty bone frame?!?!\n");
  1144. return;
  1145. }
  1146. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1147. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1148. {
  1149. tag = boneframe->tag.current();
  1150. if (!tag)
  1151. continue;
  1152. if (boneframe->tag.getCurrentIndex() == 0)
  1153. {
  1154. if (tag->rot[1])
  1155. glRotatef(tag->rot[1], 0, 1, 0);
  1156. if (tag->rot[0])
  1157. glRotatef(tag->rot[0], 1, 0, 0);
  1158. if (tag->rot[2])
  1159. glRotatef(tag->rot[2], 0, 0, 1);
  1160. }
  1161. else
  1162. {
  1163. if (tag->flag & 0x01)
  1164. glPopMatrix();
  1165. if (tag->flag & 0x02)
  1166. glPushMatrix();
  1167. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1168. if (tag->rot[1])
  1169. glRotatef(tag->rot[1], 0, 1, 0);
  1170. if (tag->rot[0])
  1171. glRotatef(tag->rot[0], 1, 0, 0);
  1172. if (tag->rot[2])
  1173. glRotatef(tag->rot[2], 0, 0, 1);
  1174. }
  1175. // Draw layered lara in TR4 ( 2 meshes per tag )
  1176. if (mdl->tr4Overlay == 1)
  1177. {
  1178. boneframe2 = (mdl->animation[0])->frame[0];
  1179. if (boneframe2)
  1180. {
  1181. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1182. if (tag2)
  1183. {
  1184. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1185. }
  1186. }
  1187. }
  1188. if (mFlags & Render::fRenderPonytail)
  1189. {
  1190. if (mdl->ponytailId > 0 &&
  1191. boneframe->tag.getCurrentIndex() == 14)
  1192. {
  1193. glPushMatrix();
  1194. // Mongoose 2002.08.30, TEST to align offset
  1195. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1196. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1197. // HACK: To fill TR4 void between ponytail/head
  1198. // since no vertex welds are implemented yet
  1199. if (mdl->tr4Overlay == 1)
  1200. {
  1201. glScalef(1.20, 1.20, 1.20);
  1202. }
  1203. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1204. drawModel(mModels[mdl->ponytail], 0, 0);
  1205. #else
  1206. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1207. {
  1208. glPushMatrix();
  1209. if (i > 0)
  1210. {
  1211. glRotatef(helRandomNum(-8.0, -10.0), 1, 0, 0);
  1212. glRotatef(helRandomNum(-5.0, 5.0), 0, 1, 0);
  1213. glRotatef(helRandomNum(-5.0, 5.0), 0, 0, 1);
  1214. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1215. }
  1216. if (mdl->pigtails)
  1217. {
  1218. glPushMatrix();
  1219. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1220. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1221. Render::skeletalMesh);
  1222. glPopMatrix();
  1223. glPushMatrix();
  1224. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1225. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1226. Render::skeletalMesh);
  1227. glPopMatrix();
  1228. }
  1229. else
  1230. {
  1231. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1232. Render::skeletalMesh);
  1233. }
  1234. }
  1235. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1236. {
  1237. glPopMatrix();
  1238. }
  1239. #endif
  1240. glPopMatrix();
  1241. }
  1242. }
  1243. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1244. }
  1245. // Cycle frames ( cheap hack from old ent state based system )
  1246. if (mFlags & fAnimateAllModels)
  1247. {
  1248. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1249. {
  1250. model->setFrame(0);
  1251. }
  1252. else
  1253. {
  1254. model->setFrame(model->getFrame()+1);
  1255. }
  1256. }
  1257. }
  1258. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1259. {
  1260. // Bind before entering now
  1261. //glBindTexture(GL_TEXTURE_2D, 1);
  1262. glPointSize(4.0);
  1263. //glLineWidth(1.25);
  1264. //FIXME: Need to make custom color key for this
  1265. glColor3fv(RED);
  1266. glBegin(GL_POINTS);
  1267. glVertex3f(max[0], max[1], max[2]);
  1268. glVertex3f(min[0], min[1], min[2]);
  1269. if (draw_points)
  1270. {
  1271. glVertex3f(max[0], min[1], max[2]);
  1272. glVertex3f(min[0], max[1], max[2]);
  1273. glVertex3f(max[0], max[1], min[2]);
  1274. glVertex3f(min[0], min[1], max[2]);
  1275. glVertex3f(min[0], max[1], min[2]);
  1276. glVertex3f(max[0], min[1], min[2]);
  1277. }
  1278. glEnd();
  1279. glColor3fv(GREEN);
  1280. glBegin(GL_LINES);
  1281. // max, top quad
  1282. glVertex3f(max[0], max[1], max[2]);
  1283. glVertex3f(max[0], min[1], max[2]);
  1284. glVertex3f(max[0], max[1], max[2]);
  1285. glVertex3f(min[0], max[1], max[2]);
  1286. glVertex3f(max[0], max[1], max[2]);
  1287. glVertex3f(max[0], max[1], min[2]);
  1288. // max-min, vertical quads
  1289. glVertex3f(min[0], max[1], max[2]);
  1290. glVertex3f(min[0], max[1], min[2]);
  1291. glVertex3f(max[0], min[1], max[2]);
  1292. glVertex3f(max[0], min[1], min[2]);
  1293. glVertex3f(max[0], min[1], max[2]);
  1294. glVertex3f(min[0], min[1], max[2]);
  1295. // min-max, vertical quads
  1296. glVertex3f(max[0], max[1], min[2]);
  1297. glVertex3f(max[0], min[1], min[2]);
  1298. glVertex3f(max[0], max[1], min[2]);
  1299. glVertex3f(min[0], max[1], min[2]);
  1300. glVertex3f(min[0], max[1], max[2]);
  1301. glVertex3f(min[0], min[1], max[2]);
  1302. // min, bottom quad
  1303. glVertex3f(min[0], min[1], min[2]);
  1304. glVertex3f(min[0], max[1], min[2]);
  1305. glVertex3f(min[0], min[1], min[2]);
  1306. glVertex3f(max[0], min[1], min[2]);
  1307. glVertex3f(min[0], min[1], min[2]);
  1308. glVertex3f(min[0], min[1], max[2]);
  1309. glEnd();
  1310. glPointSize(1.0);
  1311. //glLineWidth(1.0);
  1312. }
  1313. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1314. const vec4_t c1, const vec4_t c2)
  1315. {
  1316. // Bind before entering now
  1317. //glBindTexture(GL_TEXTURE_2D, 1);
  1318. glPointSize(4.0);
  1319. //glLineWidth(1.25);
  1320. //FIXME: Need to make custom color key for this
  1321. glColor3fv(c1);
  1322. glBegin(GL_POINTS);
  1323. glVertex3f(max[0], max[1], max[2]);
  1324. glVertex3f(min[0], min[1], min[2]);
  1325. if (draw_points)
  1326. {
  1327. glVertex3f(max[0], min[1], max[2]);
  1328. glVertex3f(min[0], max[1], max[2]);
  1329. glVertex3f(max[0], max[1], min[2]);
  1330. glVertex3f(min[0], min[1], max[2]);
  1331. glVertex3f(min[0], max[1], min[2]);
  1332. glVertex3f(max[0], min[1], min[2]);
  1333. }
  1334. glEnd();
  1335. glColor3fv(c2);
  1336. glBegin(GL_LINES);
  1337. // max, top quad
  1338. glVertex3f(max[0], max[1], max[2]);
  1339. glVertex3f(max[0], min[1], max[2]);
  1340. glVertex3f(max[0], max[1], max[2]);
  1341. glVertex3f(min[0], max[1], max[2]);
  1342. glVertex3f(max[0], max[1], max[2]);
  1343. glVertex3f(max[0], max[1], min[2]);
  1344. // max-min, vertical quads
  1345. glVertex3f(min[0], max[1], max[2]);
  1346. glVertex3f(min[0], max[1], min[2]);
  1347. glVertex3f(max[0], min[1], max[2]);
  1348. glVertex3f(max[0], min[1], min[2]);
  1349. glVertex3f(max[0], min[1], max[2]);
  1350. glVertex3f(min[0], min[1], max[2]);
  1351. // min-max, vertical quads
  1352. glVertex3f(max[0], max[1], min[2]);
  1353. glVertex3f(max[0], min[1], min[2]);
  1354. glVertex3f(max[0], max[1], min[2]);
  1355. glVertex3f(min[0], max[1], min[2]);
  1356. glVertex3f(min[0], max[1], max[2]);
  1357. glVertex3f(min[0], min[1], max[2]);
  1358. // min, bottom quad
  1359. glVertex3f(min[0], min[1], min[2]);
  1360. glVertex3f(min[0], max[1], min[2]);
  1361. glVertex3f(min[0], min[1], min[2]);
  1362. glVertex3f(max[0], min[1], min[2]);
  1363. glVertex3f(min[0], min[1], min[2]);
  1364. glVertex3f(min[0], min[1], max[2]);
  1365. glEnd();
  1366. glPointSize(1.0);
  1367. //glLineWidth(1.0);
  1368. }
  1369. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1370. {
  1371. room_mesh_t *room;
  1372. if (!rRoom || !rRoom->room)
  1373. return;
  1374. room = rRoom->room;
  1375. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1376. return;
  1377. glPushMatrix();
  1378. //LightingSetup();
  1379. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1380. if (!draw_alpha &&
  1381. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1382. {
  1383. portal_t *portal;
  1384. glLineWidth(2.0);
  1385. glColor3fv(RED);
  1386. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1387. {
  1388. portal = room->portals.current();
  1389. if (!portal)
  1390. continue;
  1391. glBegin(GL_LINE_LOOP);
  1392. glVertex3fv(portal->vertices[0]);
  1393. glVertex3fv(portal->vertices[1]);
  1394. glVertex3fv(portal->vertices[2]);
  1395. glVertex3fv(portal->vertices[3]);
  1396. glEnd();
  1397. }
  1398. glLineWidth(1.0);
  1399. #ifdef OBSOLETE
  1400. glColor3fv(RED);
  1401. for (i = 0; i < (int)room->num_boxes; ++i)
  1402. {
  1403. // Mongoose 2002.08.14, This is a simple test -
  1404. // these like portals are really planes
  1405. glBegin(GL_QUADS);
  1406. glVertex3fv(room->boxes[i].a.pos);
  1407. glVertex3fv(room->boxes[i].b.pos);
  1408. glVertex3fv(room->boxes[i].c.pos);
  1409. glVertex3fv(room->boxes[i].d.pos);
  1410. glEnd();
  1411. }
  1412. #endif
  1413. }
  1414. if (mMode == Render::modeWireframe && !draw_alpha)
  1415. {
  1416. draw_bbox(room->bbox_min, room->bbox_max, true);
  1417. }
  1418. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1419. // Reset since GL_MODULATE used, reset to WHITE
  1420. glColor3fv(WHITE);
  1421. switch (mMode)
  1422. {
  1423. case modeWireframe:
  1424. rRoom->mesh.mMode = OpenGLMeshModeWireframe;
  1425. break;
  1426. case modeSolid:
  1427. rRoom->mesh.mMode = OpenGLMeshModeSolid;
  1428. break;
  1429. default:
  1430. rRoom->mesh.mMode = OpenGLMeshModeTexture;
  1431. break;
  1432. }
  1433. if (draw_alpha)
  1434. {
  1435. rRoom->mesh.drawAlpha();
  1436. }
  1437. else
  1438. {
  1439. rRoom->mesh.drawSolid();
  1440. }
  1441. glPopMatrix();
  1442. //mTexture.bindTextureId(0);
  1443. // Draw other room meshes and sprites
  1444. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1445. {
  1446. if (mFlags & Render::fRoomModels)
  1447. {
  1448. static_model_t *mdl;
  1449. for (room->models.start(); room->models.forward();
  1450. room->models.next())
  1451. {
  1452. mdl = room->models.current();
  1453. if (!mdl)
  1454. continue;
  1455. mdl->pos[0] += room->pos[0];
  1456. mdl->pos[1] += room->pos[1];
  1457. mdl->pos[2] += room->pos[2];
  1458. // Depth sort room model render list with qsort
  1459. room->models.qSort(compareStaticModels);
  1460. mdl->pos[0] -= room->pos[0];
  1461. mdl->pos[1] -= room->pos[1];
  1462. mdl->pos[2] -= room->pos[2];
  1463. }
  1464. for (room->models.start(); room->models.forward();
  1465. room->models.next())
  1466. {
  1467. drawRoomModel(room->models.current());
  1468. }
  1469. }
  1470. // Draw other room alpha polygon objects
  1471. if (mFlags & Render::fSprites)
  1472. {
  1473. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1474. {
  1475. drawSprite(room->sprites.current());
  1476. }
  1477. }
  1478. }
  1479. }
  1480. void Render::drawSprite(sprite_t *sprite)
  1481. {
  1482. if (!sprite)
  1483. return;
  1484. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1485. sprite->radius))
  1486. return;
  1487. glPushMatrix();
  1488. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1489. // Sprites must always face camera, because they have no depth =)
  1490. glRotated(mCamera->getYaw(), 0, 1, 0);
  1491. switch (mMode)
  1492. {
  1493. // No vertex lighting on sprites, as far as I see in specs
  1494. // So just draw normal texture, no case 2
  1495. case Render::modeSolid:
  1496. glBegin(GL_TRIANGLE_STRIP);
  1497. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[2], 0.5);
  1498. glVertex3fv(sprite->vertex[0].pos);
  1499. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1500. glVertex3fv(sprite->vertex[1].pos);
  1501. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[2], 0.5);
  1502. glVertex3fv(sprite->vertex[3].pos);
  1503. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1504. glVertex3fv(sprite->vertex[2].pos);
  1505. glEnd();
  1506. break;
  1507. case Render::modeWireframe:
  1508. glColor3fv(CYAN);
  1509. glBegin(GL_LINE_LOOP);
  1510. glVertex3fv(sprite->vertex[0].pos);
  1511. glVertex3fv(sprite->vertex[1].pos);
  1512. glVertex3fv(sprite->vertex[2].pos);
  1513. glVertex3fv(sprite->vertex[3].pos);
  1514. glEnd();
  1515. glColor3fv(WHITE);
  1516. break;
  1517. default:
  1518. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1519. glBegin(GL_TRIANGLE_STRIP);
  1520. glTexCoord2fv(sprite->texel[0].st);
  1521. glVertex3fv(sprite->vertex[0].pos);
  1522. glTexCoord2fv(sprite->texel[1].st);
  1523. glVertex3fv(sprite->vertex[1].pos);
  1524. glTexCoord2fv(sprite->texel[3].st);
  1525. glVertex3fv(sprite->vertex[3].pos);
  1526. glTexCoord2fv(sprite->texel[2].st);
  1527. glVertex3fv(sprite->vertex[2].pos);
  1528. glEnd();
  1529. }
  1530. glPopMatrix();
  1531. }
  1532. void Render::drawRoomModel(static_model_t *mesh)
  1533. {
  1534. model_mesh_t *r_mesh;
  1535. if (!mesh)
  1536. return;
  1537. r_mesh = gWorld.getMesh(mesh->index);
  1538. if (!r_mesh)
  1539. return;
  1540. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1541. return;
  1542. glPushMatrix();
  1543. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1544. glRotated(mesh->yaw, 0, 1, 0);
  1545. drawModelMesh(r_mesh, roomMesh);
  1546. glPopMatrix();
  1547. }
  1548. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1549. {
  1550. glBegin(GL_TRIANGLES);
  1551. switch (mMode)
  1552. {
  1553. case modeSolid:
  1554. case modeVertexLight:
  1555. if (r_mesh->colors)
  1556. {
  1557. glColor3fv(r_mesh->colors+ttri->index[0]);
  1558. glTexCoord2fv(ttri->st);
  1559. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1560. glColor3fv(r_mesh->colors+ttri->index[1]);
  1561. glTexCoord2fv(ttri->st+2);
  1562. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1563. glColor3fv(r_mesh->colors+ttri->index[2]);
  1564. glTexCoord2fv(ttri->st+4);
  1565. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1566. }
  1567. else if (r_mesh->normals)
  1568. {
  1569. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1570. glTexCoord2fv(ttri->st);
  1571. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1572. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1573. glTexCoord2fv(ttri->st+2);
  1574. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1575. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1576. glTexCoord2fv(ttri->st+4);
  1577. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1578. }
  1579. else
  1580. {
  1581. glTexCoord2fv(ttri->st);
  1582. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1583. glTexCoord2fv(ttri->st+2);
  1584. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1585. glTexCoord2fv(ttri->st+4);
  1586. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1587. }
  1588. break;
  1589. case modeWireframe:
  1590. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1591. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1592. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1593. break;
  1594. default:
  1595. glTexCoord2fv(ttri->st);
  1596. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1597. glTexCoord2fv(ttri->st+2);
  1598. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1599. glTexCoord2fv(ttri->st+4);
  1600. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1601. }
  1602. glEnd();
  1603. }
  1604. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1605. {
  1606. texture_tri_t *ttri;
  1607. int lastTexture = -1;
  1608. // If they pass NULL structs let it hang up - this is tmp
  1609. // FIXME: Duh, vis tests need to be put back
  1610. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1611. //{
  1612. // return;
  1613. //}
  1614. #ifdef USE_GL_ARRAYS
  1615. // Setup Arrays ( move these to another method depends on mMode )
  1616. glEnableClientState(GL_VERTEX_ARRAY);
  1617. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1618. if (r_mesh->normals)
  1619. {
  1620. glEnableClientState(GL_NORMAL_ARRAY);
  1621. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1622. }
  1623. if (r_mesh->colors)
  1624. {
  1625. glEnableClientState(GL_COLOR_ARRAY);
  1626. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1627. }
  1628. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1629. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1630. glBegin(GL_TRIANGLES);
  1631. for (r_mesh->texturedTriangles.start();
  1632. r_mesh->texturedTriangles.forward();
  1633. r_mesh->texturedTriangles.next())
  1634. {
  1635. ttri = r_mesh->texturedTriangles.current();
  1636. if (!ttri)
  1637. continue;
  1638. for (k = 0; k < 4; ++k)
  1639. {
  1640. index = mQuads[i].quads[j*4+k];
  1641. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1642. glArrayElement(mVertices[index]);
  1643. }
  1644. }
  1645. glEnd();
  1646. #endif
  1647. // Mongoose 2002.01.08, FIXME 'AMBIENT'
  1648. glColor3fv(WHITE);
  1649. if (mMode == modeWireframe)
  1650. {
  1651. switch (type)
  1652. {
  1653. case roomMesh:
  1654. glColor3fv(YELLOW);
  1655. break;
  1656. case skeletalMesh:
  1657. glColor3fv(WHITE);
  1658. break;
  1659. }
  1660. }
  1661. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1662. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1663. // Colored Triagles
  1664. for (r_mesh->coloredTriangles.start();
  1665. r_mesh->coloredTriangles.forward();
  1666. r_mesh->coloredTriangles.next())
  1667. {
  1668. ttri = r_mesh->coloredTriangles.current();
  1669. if (!ttri)
  1670. continue;
  1671. if (mMode != modeWireframe && mMode != modeSolid &&
  1672. ttri->texture != lastTexture)
  1673. {
  1674. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1675. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1676. lastTexture = ttri->texture;
  1677. }
  1678. tmpRenderModelMesh(r_mesh, ttri);
  1679. }
  1680. // Colored Rectagles
  1681. for (r_mesh->coloredRectangles.start();
  1682. r_mesh->coloredRectangles.forward();
  1683. r_mesh->coloredRectangles.next())
  1684. {
  1685. ttri = r_mesh->coloredRectangles.current();
  1686. if (!ttri)
  1687. continue;
  1688. if (mMode != modeWireframe && mMode != modeSolid &&
  1689. ttri->texture != lastTexture)
  1690. {
  1691. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1692. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1693. lastTexture = ttri->texture;
  1694. }
  1695. tmpRenderModelMesh(r_mesh, ttri);
  1696. }
  1697. // Textured Tris
  1698. for (r_mesh->texturedTriangles.start();
  1699. r_mesh->texturedTriangles.forward();
  1700. r_mesh->texturedTriangles.next())
  1701. {
  1702. ttri = r_mesh->texturedTriangles.current();
  1703. if (!ttri)
  1704. continue;
  1705. if (mMode != modeWireframe && mMode != modeSolid &&
  1706. ttri->texture != lastTexture)
  1707. {
  1708. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1709. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1710. lastTexture = ttri->texture;
  1711. }
  1712. tmpRenderModelMesh(r_mesh, ttri);
  1713. }
  1714. // Textured Quads
  1715. for (r_mesh->texturedRectangles.start();
  1716. r_mesh->texturedRectangles.forward();
  1717. r_mesh->texturedRectangles.next())
  1718. {
  1719. ttri = r_mesh->texturedRectangles.current();
  1720. if (!ttri)
  1721. continue;
  1722. if (mMode != modeWireframe && mMode != modeSolid &&
  1723. ttri->texture != lastTexture)
  1724. {
  1725. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1726. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1727. lastTexture = ttri->texture;
  1728. }
  1729. tmpRenderModelMesh(r_mesh, ttri);
  1730. }
  1731. }
  1732. void Render::setSkyMesh(int index, bool rot)
  1733. {
  1734. mSkyMesh = index;
  1735. mSkyMeshRotation = rot;
  1736. }
  1737. void Render::ViewModel(entity_t *ent, int index)
  1738. {
  1739. skeletal_model_t *model;
  1740. if (!ent)
  1741. {
  1742. return;
  1743. }
  1744. model = gWorld.getModel(index);
  1745. if (model)
  1746. {
  1747. ent->modelId = index;
  1748. printf("Viewmodel skeletal model %i\n", model->id);
  1749. }
  1750. }
  1751. void Render::RegisterCamera(Camera *camera)
  1752. {
  1753. if (camera)
  1754. {
  1755. mCamera = camera;
  1756. }
  1757. }
  1758. GLString *Render::GetString()
  1759. {
  1760. return &mString;
  1761. }
  1762. void Render::addSkeletalModel(SkeletalModel *mdl)
  1763. {
  1764. mModels.pushBack(mdl);
  1765. }
  1766. void Render::updateViewVolume()
  1767. {
  1768. matrix_t proj;
  1769. matrix_t mdl;
  1770. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1771. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1772. gViewVolume.updateFrame(proj, mdl);
  1773. }
  1774. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1775. {
  1776. // For debugging purposes
  1777. if (mMode == Render::modeWireframe)
  1778. {
  1779. //glPointSize(5.0);
  1780. //glColor3fv(PINK);
  1781. //glBegin(GL_POINTS);
  1782. //glVertex3fv(bbox_min);
  1783. //glVertex3fv(bbox_max);
  1784. //glEnd();
  1785. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1786. }
  1787. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1788. }
  1789. bool Render::isVisible(float x, float y, float z)
  1790. {
  1791. // For debugging purposes
  1792. if (mMode == Render::modeWireframe)
  1793. {
  1794. glPointSize(5.0);
  1795. glColor3fv(PINK);
  1796. glBegin(GL_POINTS);
  1797. glVertex3f(x, y, z);
  1798. glEnd();
  1799. }
  1800. return (gViewVolume.isPointInFrustum(x, y, z));
  1801. }
  1802. bool Render::isVisible(float x, float y, float z, float radius)
  1803. {
  1804. // For debugging purposes
  1805. if (mMode == Render::modeWireframe)
  1806. {
  1807. glPointSize(5.0);
  1808. glColor3fv(PINK);
  1809. glBegin(GL_POINTS);
  1810. glVertex3f(x, y, z);
  1811. glEnd();
  1812. }
  1813. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1814. }