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- /*!
- * \file src/Render.cpp
- * \brief OpenRaider Renderer class
- *
- * \author Mongoose
- * \author xythobuz
- */
-
- #include <algorithm>
-
- #ifdef __APPLE__
- #include <OpenGL/gl.h>
- #include <OpenGL/glu.h>
- #else
- #include <GL/gl.h>
- #include <GL/glu.h>
- #endif
-
- #include <stdlib.h>
- #include <math.h>
- #include <string.h>
-
- #ifdef USING_EMITTER
- #include "Emitter.h"
- #endif
-
- #include "global.h"
- #include "main.h"
- #include "Game.h"
- #include "OpenRaider.h"
- #include "Render.h"
-
- ViewVolume gViewVolume; /* View volume for frustum culling */
-
- void Render::drawLoadScreen()
- {
- float x = 0.0f, y = 0.0f, z = -160.0f;
- float w = 500.0f, h = 500.0f;
-
-
- if (mTexture.getTextureCount() <= 0)
- return;
-
- // Mongoose 2002.01.01, Rendered while game is loading...
- //! \fixme seperate logo/particle coor later
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
-
- glColor3fv(WHITE);
-
- if (mFlags & Render::fGL_Lights)
- glDisable(GL_LIGHTING);
-
- // Mongoose 2002.01.01, Draw logo/load screen
- glTranslatef(0.0f, 0.0f, -2000.0f);
- glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
-
- glBindTexture(GL_TEXTURE_2D, 2);
-
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2f(1.0, 1.0);
- glVertex3f(x + w, y + h, z);
- glTexCoord2f(0.0, 1.0);
- glVertex3f(x - w, y + h, z);
- glTexCoord2f(1.0, 0.0);
- glVertex3f(x + w, y - h, z);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x - w, y - h, z);
- glEnd();
-
- if (mFlags & Render::fGL_Lights)
- glEnable(GL_LIGHTING);
-
- #ifdef USING_EMITTER
- // Mongoose 2002.01.01, Test particle prototype on load screen
- if (mEmitter && mFlags & Render::fParticles)
- {
- glPushMatrix();
- glLoadIdentity();
-
- glEnable(GL_BLEND);
- glRotatef(180.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, -820.0, 575.0);
- glScalef(80.0, 80.0, 80.0);
-
- // Update view volume for vising
- updateViewVolume();
- gViewVolume.getFrustum(mEmitter->mFrustum);
- mEmitter->Flags(Emitter::fUseDepthSorting, true);
- mEmitter->Draw();
-
- glPopMatrix();
- }
- #endif
-
- glFlush();
- }
-
-
- bool compareEntites(const void *voidA, const void *voidB)
- {
- entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
- vec_t distA, distB;
-
- if (!a || !b)
- return false; // error really
-
- distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
- a->pos[1],
- a->pos[2],
- 1.0f);
- distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
- b->pos[1],
- b->pos[2],
- 1.0f);
-
- return (distA < distB);
- }
-
-
- bool compareStaticModels(const void *voidA, const void *voidB)
- {
- static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
- vec_t distA, distB;
-
- if (!a || !b)
- return false; // error really
-
- distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
- a->pos[1],
- a->pos[2],
- 128.0f);
- distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
- b->pos[1],
- b->pos[2],
- 128.0f);
-
- return (distA < distB);
- }
-
-
- bool compareRoomDist(const void *voidA, const void *voidB)
- {
- const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
- const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
-
-
- if (!a || !b || !a->room || !b->room)
- return false; // error really
-
- return (a->dist < b->dist);
- }
-
-
- ////////////////////////////////////////////////////////////
- // Constructors
- ////////////////////////////////////////////////////////////
-
- Render::Render()
- {
- #ifdef USING_EMITTER
- mEmitter = 0x0;
- #endif
- mSkyMesh = -1;
- mSkyMeshRotation = false;
- mMode = Render::modeDisabled;
- mLock = 0;
- mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
- Render::fRoomModels | Render::fEntityModels |
- Render::fUsePortals | fUpdateRoomListPerFrame);
-
- mNextTextureId = NULL;
- mNumTexturesLoaded = NULL;
- }
-
-
- Render::~Render()
- {
- ClearWorld();
- }
-
-
- ////////////////////////////////////////////////////////////
- // Public Accessors
- ////////////////////////////////////////////////////////////
-
- void Render::screenShot(char *filenameBase)
- {
- mTexture.glScreenShot(filenameBase, gOpenRaider->mWindow->mWidth, gOpenRaider->mWindow->mHeight);
- }
-
-
- ////////////////////////////////////////////////////////////
- // Public Mutators
- ////////////////////////////////////////////////////////////
-
-
- void Render::addRoom(RenderRoom *room)
- {
- mRooms.push_back(room);
- }
-
-
- void Render::loadTexture(unsigned char *image,
- unsigned int width, unsigned int height,
- unsigned int id)
- {
- glColor3fv(WHITE);
- mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
- }
-
-
- void Render::initTextures(char *textureDir, unsigned int *numLoaded,
- unsigned int *nextId)
- {
- char filename[128];
- int snow1_id;
- int snow2_id;
- int bg_id;
- unsigned int numTextures = 0;
- unsigned char color[4];
-
-
- // We want to update as needed later
- mNumTexturesLoaded = numLoaded;
- mNextTextureId = nextId;
-
- mTexture.reset();
- mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
- However, color texturegen is a lot */
-
- mTexture.setFlag(Texture::fUseMipmaps);
-
- printf("Processing Textures:\n");
-
- color[0] = 0xff;
- color[1] = 0xff;
- color[2] = 0xff;
- color[3] = 0xff;
-
- if (mTexture.loadColorTexture(color, 32, 32) > -1)
- {
- ++numTextures;
- }
-
- snprintf(filename, 126, "%s/%s", textureDir, "splash.tga");
- filename[127] = 0;
-
- if ((bg_id = mTexture.loadTGA(filename)) > -1)
- {
- ++numTextures;
- }
-
- snprintf(filename, 126, "%s/%s", textureDir, "snow.tga");
- filename[127] = 0;
-
- if ((snow1_id = mTexture.loadTGA(filename)) > -1)
- {
- ++numTextures;
- }
-
- snprintf(filename, 126, "%s/%s", textureDir, "snow2.tga");
- filename[127] = 0;
-
- if ((snow2_id = mTexture.loadTGA(filename)) > -1)
- {
- ++numTextures;
- }
-
- // Weird that it isn't linear, must be some storage deal in Texture
- // I forgot about Id allocation
- *nextId = snow2_id;
-
- // Setup particle system test
- initEmitter("Snow test", 650, snow1_id, snow2_id);
-
- *numLoaded = numTextures;
- }
-
-
- void Render::initEmitter(const char *name, unsigned int size,
- unsigned int snowTex1, unsigned int snowTex2)
- {
- #ifdef USING_EMITTER
- if (mEmitter)
- delete mEmitter; // Public, so avoid possible leak
-
- // Mongoose 2002.01.01, Screwing around with particle emitter test
- // note this is backwards b/c load screen is rendered upsidedown
- //mEmitter = new Emitter(/*name*/"snow", size);
- mEmitter = new Emitter(name, size);
- mEmitter->SetTextureId(snowTex1);
- mEmitter->TextureId(120, 280, snowTex2);
- mEmitter->TextureId(400, 450, snowTex2);
- mEmitter->TextureId(500, 550, snowTex2);
-
- // Mongoose 2002.01.01, Varing force and speed should look
- // like varing mass/SA in wind, maybe
- mEmitter->Speed(0, 150, 3500, 3000, 3500);
- mEmitter->Speed(150, 350, 3000, 4000, 3000);
- mEmitter->Speed(400, 500, 2000, 5000, 2000);
- mEmitter->Speed(400, 500, 2000, 5000, 2000);
- mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
- mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
- mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
- mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
- #endif
- }
-
-
- void Render::ClearWorld()
- {
- gOpenRaider->mGame->mLara = NULL;
-
- mRoomRenderList.clear();
-
- for (unsigned int i = 0; i < mRooms.size(); i++) {
- if (mRooms[i])
- delete mRooms[i];
- }
- mRooms.clear();
-
- for (unsigned int i = 0; i < mModels.size(); i++) {
- if (mModels[i])
- delete mModels[i];
- }
- mModels.clear();
-
- #ifdef USING_EMITTER
- if (mEmitter)
- {
- delete mEmitter;
- mEmitter = 0x0;
- }
- #endif
- }
-
-
- // Texture must be set to WHITE solid color texture
- void renderTrace(int color, vec3_t start, vec3_t end)
- {
- const float widthStart = 10.0f; //5.0f;
- const float widthEnd = 10.0f;
- float delta = randomNum(0.01f, 0.16f); // for flicker fx
-
-
- // Draw two long quads that skrink and fade the they go further out
- glBegin(GL_QUADS);
-
- switch (color)
- {
- case 0:
- glColor3f(0.9f - delta, 0.2f, 0.2f);
- break;
- case 1:
- glColor3f(0.2f, 0.9f - delta, 0.2f);
- break;
- case 2:
- default:
- glColor3f(0.2f, 0.2f, 0.9f - delta);
- }
-
- glVertex3f(start[0], start[1], start[2]);
- glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
- glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
- glVertex3f(end[0], end[1], end[2]);
-
- glVertex3f(start[0], start[1], start[2]);
- glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
- glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
- glVertex3f(end[0], end[1], end[2]);
-
- glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
- glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
- glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
- glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
- glEnd();
- }
-
-
- void setLighting(bool on)
- {
- if (on)
- {
- glEnable(GL_LIGHTING);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
- }
- else
- {
- glDisable(GL_LIGHTING);
- }
- }
-
-
- void lightRoom(RenderRoom *room)
- {
- unsigned int i;
- Light *light;
-
-
- for (i = 0; i < room->lights.size(); ++i)
- {
- light = room->lights[i];
-
- if (!light)
- continue;
-
- glEnable(GL_LIGHT0 + i);
-
- switch (light->mType)
- {
- case Light::typeSpot:
- glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
- glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
- glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
- break;
- case Light::typePoint:
- case Light::typeDirectional:
- glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
-
- // GL_QUADRATIC_ATTENUATION
- // GL_LINEAR_ATTENUATION
- glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
-
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
- glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
- break;
- }
- }
- }
-
-
- void Render::clearFlags(unsigned int flags)
- {
- // _defaults |= flags; // Force removal if it wasn't set
- mFlags ^= flags;
-
- if (flags & Render::fFog)
- {
- if (glIsEnabled(GL_FOG))
- {
- glDisable(GL_FOG);
- }
- }
-
- if (flags & Render::fGL_Lights)
- {
- setLighting(false);
- }
- }
-
-
- void Render::setFlags(unsigned int flags)
- {
- mFlags |= flags;
-
- if (flags & Render::fFog)
- {
- glEnable(GL_FOG);
- glFogf(GL_FOG_MODE, GL_EXP2);
- glFogf(GL_FOG_DENSITY, 0.00008f);
- glFogf(GL_FOG_START, 30000.0f);
- glFogf(GL_FOG_END, 50000.0f);
- glFogfv(GL_FOG_COLOR, BLACK);
- }
-
- if (flags & Render::fGL_Lights)
- {
- setLighting(true);
- }
- }
-
-
- int Render::getMode()
- {
- return mMode;
- }
-
-
- void Render::setMode(int n)
- {
- mMode = n;
-
- switch (mMode)
- {
- case Render::modeDisabled:
- break;
- case Render::modeSolid:
- case Render::modeWireframe:
- glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
- NEXT_PURPLE[2], NEXT_PURPLE[3]);
- glDisable(GL_TEXTURE_2D);
- break;
- default:
- if (mMode == Render::modeLoadScreen)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- else
- {
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
-
- glEnable(GL_TEXTURE_2D);
- }
- }
-
- // Replaced the deprecated gluLookAt with slightly modified code from here:
- // http://www.khronos.org/message_boards/showthread.php/4991
- void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
- {
- res[0] = y1*z2 - y2*z1;
- res[1] = x2*z1 - x1*z2;
- res[2] = x1*y2 - x2*y1;
- }
- void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
- {
- float f[3];
- // calculating the viewing vector
- f[0] = lookAtX - eyeX;
- f[1] = lookAtY - eyeY;
- f[2] = lookAtZ - eyeZ;
- float fMag, upMag;
- fMag = sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
- upMag = sqrtf(upX*upX + upY*upY + upZ*upZ);
- // normalizing the viewing vector
- f[0] = f[0]/fMag;
- f[1] = f[1]/fMag;
- f[2] = f[2]/fMag;
- // normalising the up vector. no need for this here if you have your
- // up vector already normalised, which is mostly the case.
- upX = upX/upMag;
- upY = upY/upMag;
- upZ = upZ/upMag;
- float s[3], u[3];
- CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
- CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
- float M[]=
- {
- s[0], u[0], -f[0], 0,
- s[1], u[1], -f[1], 0,
- s[2], u[2], -f[2], 0,
- 0, 0, 0, 1
- };
- glMultMatrixf(M);
- glTranslatef (-eyeX, -eyeY, -eyeZ);
- }
-
- void Render::Display()
- {
- vec3_t curPos;
- vec3_t camPos;
- vec3_t atPos;
- RenderRoom *room;
- int index;
-
-
- #ifdef DEBUG_MATRIX
- gl_test_reset();
- #endif
-
- switch (mMode)
- {
- case Render::modeDisabled:
- return;
- case Render::modeLoadScreen:
- //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
- drawLoadScreen();
- return;
- default:
- ;
- }
-
- if (mMode == Render::modeWireframe)
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- index = -1;
-
- if (gOpenRaider->mGame->mLara)
- {
- float yaw;
- int sector;
- float camOffsetH = 0.0f;
-
-
- switch (gOpenRaider->mGame->mLara->moveType)
- {
- case worldMoveType_fly:
- case worldMoveType_noClipping:
- case worldMoveType_swim:
- camOffsetH = 64.0f;
- break;
- case worldMoveType_walk:
- case worldMoveType_walkNoSwim:
- camOffsetH = 512.0f;
- break;
- }
-
- curPos[0] = gOpenRaider->mGame->mLara->pos[0];
- curPos[1] = gOpenRaider->mGame->mLara->pos[1];
- curPos[2] = gOpenRaider->mGame->mLara->pos[2];
- yaw = gOpenRaider->mGame->mLara->angles[1];
-
- index = gOpenRaider->mGame->mLara->room;
-
- // Mongoose 2002.08.24, New 3rd person camera hack
- camPos[0] = curPos[0];
- camPos[1] = curPos[1] - camOffsetH; // UP is lower val
- camPos[2] = curPos[2];
-
- camPos[0] -= (1024.0f * sinf(yaw));
- camPos[2] -= (1024.0f * cosf(yaw));
-
- sector = gOpenRaider->mGame->mWorld.getSector(index, camPos[0], camPos[2]);
-
- // Handle camera out of world
- if (sector < 0 || gOpenRaider->mGame->mWorld.isWall(index, sector))
- {
- camPos[0] = curPos[0] + (64.0f * sinf(yaw));
- camPos[1] -= 64.0f;
- camPos[2] = curPos[2] + (64.0f * cosf(yaw));
- }
-
- gOpenRaider->mGame->mCamera->setPosition(camPos);
- }
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
-
- // Setup view in OpenGL with camera
- gOpenRaider->mGame->mCamera->update();
- gOpenRaider->mGame->mCamera->getPosition(camPos);
- gOpenRaider->mGame->mCamera->getTarget(atPos);
- // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
- // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
-
- deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
-
- // Update view volume for vising
- updateViewVolume();
-
- // Let's see the LoS -- should be event controled
- if (gOpenRaider->mGame->mLara)
- {
- // SkeletalModel *mdl = (SkeletalModel *)gOpenRaider->mGame->mLara->tmpHook;
-
- // Draw in solid colors
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_CULL_FACE);
-
- if (gOpenRaider->mGame->mLara->state == 64) // eWeaponFire
- {
- vec3_t u, v; //, s, t;
-
- // Center of gOpenRaider->mGame->mLara
- u[0] = curPos[0];
- u[1] = curPos[1] - 512.0f;
- u[2] = curPos[2];
-
- // Location gOpenRaider->mGame->mLara is aiming at? ( Not finished yet )
- v[0] = u[0] + (9000.0f * sinf(gOpenRaider->mGame->mLara->angles[1]));
- v[1] = u[1] + (9000.0f * sinf(gOpenRaider->mGame->mLara->angles[2]));
- v[2] = u[2] + (9000.0f * cosf(gOpenRaider->mGame->mLara->angles[1]));
-
- // Test tracing of aim
- renderTrace(0, u, v); // v = target
- }
-
- entity_t *route = gOpenRaider->mGame->mLara->master;
-
- while (route)
- {
- if (route->master)
- {
- renderTrace(1, route->pos, route->master->pos);
- }
-
- route = route->master;
- }
-
- glEnable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
- }
-
- // Render world
- glColor3fv(DIM_WHITE); // was WHITE
- drawSkyMesh(96.0);
-
- // Figure out how much of the map to render
- newRoomRenderList(index);
-
- // Room solid pass, need to do depth sorting to avoid 2 pass render
- for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
- {
- room = mRoomRenderList[i];
-
- if (room)
- {
- if (mFlags & Render::fGL_Lights)
- {
- lightRoom(room);
- }
-
- drawRoom(room, false);
- }
- }
-
- // Draw all visible enities
- if (mFlags & Render::fEntityModels)
- {
- entity_t *e;
- std::vector<entity_t *> entityRenderList;
- std::vector<entity_t *> *entities = gOpenRaider->mGame->mWorld.getEntities();
-
- for (unsigned int i = 0; i < entities->size(); i++)
- {
- e = entities->at(i);
-
- // Mongoose 2002.03.26, Don't show lara to it's own player
- if (!e || e == gOpenRaider->mGame->mLara)
- {
- continue;
- }
-
- // Mongoose 2002.08.15, Nothing to draw, skip
- // Mongoose 2002.12.24, Some entities have no animation =p
- if (e->tmpHook)
- {
- SkeletalModel *mdl = static_cast<SkeletalModel *>(e->tmpHook);
-
- if (mdl->model->animation.empty())
- continue;
- }
-
- // Is it in view volume? ( Hack to use sphere )
- if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
- continue;
-
- // Is it in a room we're rendering?
- //if (mRoomRenderList[e->room] == 0x0)
- //{
- // continue;
- //}
-
- entityRenderList.push_back(e);
- }
-
- // Draw objects not tied to rooms
- glPushMatrix();
- drawObjects();
- glPopMatrix();
-
- // Depth sort entityRenderList with qsort
- std::sort(entityRenderList.begin(), entityRenderList.end(), compareEntites);
-
- for (unsigned int i = 0; i < entityRenderList.size(); i++)
- {
- e = entityRenderList[i];
-
- glPushMatrix();
- glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
- glRotatef(e->angles[1], 0, 1, 0);
- drawModel(static_cast<SkeletalModel *>(e->tmpHook));
- glPopMatrix();
- }
- }
-
- // Room alpha pass
- // Skip room alpha pass for modes w/o texture
- if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
- {
- for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
- {
- room = mRoomRenderList[i];
-
- if (room)
- {
- drawRoom(room, true);
- }
- }
- }
-
- #ifdef USING_EMITTER_IN_GAME
- // Mongoose 2002.01.01, Test particle prototype in game
- if (EMIT && mFlags & RENDER_F_PARTICLES)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-
- glPushMatrix();
- glLoadIdentity();
-
- glEnable(GL_BLEND);
- glRotatef(180.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, -820.0, 575.0);
- glScalef(80.0, 80.0, 80.0);
-
- EMIT->Draw();
-
- glPopMatrix();
-
- // Mongoose 2002.03.26, Account for particle system
- // not using new binds by setting WHITE texture here
- mTexture.bindTextureId(0);
- }
- #endif
-
- if (mMode == Render::modeWireframe)
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- #ifdef USING_EMITTER
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- #endif
-
- // Mongoose 2002.01.01, Test matrix ops
- #ifdef DEBUG_MATRIX
- if (gl_test_val())
- {
- printf("ERROR in matrix stack %i\n", gl_test_val());
- }
- #endif
-
- glFlush();
- }
-
-
- void Render::newRoomRenderList(int index)
- {
- static int currentRoomId = -1;
- RenderRoom *room;
-
-
- if (mFlags & Render::fUsePortals)
- {
- if (index == -1) // -1 is error, so draw room 0, for the hell of it
- {
- room = mRooms[0];
-
- mRoomRenderList.clear();
-
- if (room)
- {
- mRoomRenderList.push_back(room);
- }
- }
- else
- {
- // Update room render list if needed
- if (mFlags & Render::fUpdateRoomListPerFrame ||
- currentRoomId != index)
- {
- mRoomRenderList.clear();
- room = mRooms[index];
- buildRoomRenderList(room);
- }
- }
- }
- else // Render all rooms pretty much
- {
- if (currentRoomId != index || index == -1)
- {
- printf("*** Room render list -> %i\n", index);
- mRoomRenderList.clear();
-
- for (unsigned int i = 0; i < mRooms.size(); i++)
- {
- room = mRooms[i];
-
- if (!room || !room->room)
- continue;
-
- if (!isVisible(room->room->bbox_min, room->room->bbox_max))
- continue;
-
- //room->dist =
- //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
- // room->room->bbox_max);
-
- mRoomRenderList.push_back(room);
- }
- }
- }
-
- // Depth Sort roomRenderList ( no use in that, work on portals first )
- std::sort(mRoomRenderList.begin(), mRoomRenderList.end(), compareRoomDist);
-
- currentRoomId = index;
- }
-
-
- void Render::buildRoomRenderList(RenderRoom *rRoom)
- {
- RenderRoom *rRoom2;
-
-
- // Must exist
- if (!rRoom || !rRoom->room)
- return;
-
- // Must be visible
- //! \fixme Add depth sorting here - remove multipass
- if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
- return;
-
- // Must not already be cached
- for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
- {
- rRoom2 = mRoomRenderList[i];
-
- if (rRoom2 == rRoom)
- return;
- }
-
- //rRoom->dist =
- //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
- // rRoom->room->bbox_max);
-
- /* Add current room to list */
- mRoomRenderList.push_back(rRoom);
-
- if (mFlags & Render::fOneRoom)
- {
- return;
- }
- else if (mFlags & Render::fAllRooms) /* Are you serious? */
- {
- for (unsigned int i = 0; i < mRooms.size(); i++)
- {
- rRoom2 = mRooms[i];
-
- if (rRoom2 && rRoom2 != rRoom)
- {
- buildRoomRenderList(rRoom2);
- }
- }
-
- return;
- }
-
- // Try to add adj rooms and their adj rooms, skip this room
- for (unsigned int i = 1; i < rRoom->room->adjacentRooms.size(); i++)
- {
- if (rRoom->room->adjacentRooms[i] < 0)
- continue;
-
- rRoom2 = mRooms[rRoom->room->adjacentRooms[i]];
-
- // Mongoose 2002.03.22, Add portal visibility check here
-
- if (rRoom2 && rRoom2 != rRoom)
- {
- buildRoomRenderList(rRoom2);
- }
- }
- }
-
-
- void Render::drawSkyMesh(float scale)
- {
- skeletal_model_t *model = gOpenRaider->mGame->mWorld.getModel(mSkyMesh);
-
-
- if (!model)
- return;
-
- glDisable(GL_DEPTH_TEST);
- glPushMatrix();
-
- if (mSkyMeshRotation)
- {
- glRotated(90.0, 1, 0, 0);
- }
-
- glTranslated(0.0, 1000.0, 0.0);
- glScaled(scale, scale, scale);
- //drawModel(model);
- //drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mSkyMesh), );
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
- }
-
-
- void Render::drawObjects()
- {
- #ifdef USING_FPS_CAMERA
- vec3_t curPos;
- #endif
- sprite_seq_t *sprite;
- int frame;
-
-
- // Draw lara or other player model ( move to entity rendering method )
- if (mFlags & Render::fViewModel && gOpenRaider->mGame->mLara && gOpenRaider->mGame->mLara->tmpHook)
- {
- SkeletalModel *mdl = static_cast<SkeletalModel *>(gOpenRaider->mGame->mLara->tmpHook);
-
- if (mdl)
- {
-
- // Mongoose 2002.03.22, Test 'idle' aniamtions
- if (!gOpenRaider->mGame->mLara->moving)
- {
- frame = mdl->getIdleAnimation();
-
- // Mongoose 2002.08.15, Stop flickering of idle lara here
- if (frame == 11)
- {
- mdl->setFrame(0);
- }
- }
- else
- {
- frame = mdl->getAnimation();
- }
-
- animation_frame_t *animation = mdl->model->animation[frame];
-
- if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
- {
- mdl->setFrame(0);
- }
- }
-
- glPushMatrix();
-
- #ifdef USING_FPS_CAMERA
- gOpenRaider->mGame->mCamera->getPosition(curPos);
- glTranslated(curPos[0], curPos[1], curPos[2]);
- glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
- glTranslated(0, 500, 1200);
- #else
- glTranslated(gOpenRaider->mGame->mLara->pos[0], gOpenRaider->mGame->mLara->pos[1], gOpenRaider->mGame->mLara->pos[2]);
- glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
- #endif
-
- drawModel(static_cast<SkeletalModel *>(gOpenRaider->mGame->mLara->tmpHook));
- glPopMatrix();
- }
-
- // Mongoose 2002.03.22, Draw sprites after player to handle alpha
- if (mFlags & Render::fSprites)
- {
- std::vector<sprite_seq_t *> *sprites;
-
- sprites = gOpenRaider->mGame->mWorld.getSprites();
-
- for (unsigned int i = 0; i < sprites->size(); i++)
- {
- sprite = sprites->at(i);
-
- if (!sprite)
- continue;
-
- if (sprite->sprite && sprite->num_sprites)
- {
- for (int j = 0; j < sprite->num_sprites; j++)
- {
- drawSprite((sprite_t *)(sprite->sprite+j));
- }
- }
- }
- }
- }
-
-
- void Render::drawModel(SkeletalModel *model)
- {
- animation_frame_t *animation;
- bone_frame_t *boneframe;
- bone_frame_t *boneframe2 = 0x0;
- bone_tag_t *tag;
- bone_tag_t *tag2;
- int bframe, aframe;
- skeletal_model_t *mdl;
-
-
- if (!model || !model->model)
- return;
-
- mdl = model->model;
- aframe = model->getAnimation();
- bframe = model->getFrame();
- animation = mdl->animation[aframe];
-
- if (!animation)
- {
- #ifdef DEBUG
- printf("ERROR: No animation for model[%i].aframe[%i] %lu\n",
- mdl->id, aframe, mdl->animation.size());
- #endif
- return;
- }
-
- if (animation->frame.empty())
- {
- #ifdef DEBUG_RENDER
- printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
- mdl->id, bframe);
- #endif
- return;
- }
-
- boneframe = animation->frame[bframe];
-
- if (!boneframe)
- return;
-
- if (boneframe->tag.empty())
- {
- printf("Empty bone frame?!?!\n");
- return;
- }
-
- glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
-
- for (unsigned int a = 0; a < boneframe->tag.size(); a++)
- {
- tag = boneframe->tag[a];
-
- if (!tag)
- continue;
-
- if (a == 0)
- {
- if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
- glRotatef(tag->rot[1], 0, 1, 0);
-
- if (!equalEpsilon(tag->rot[0], 0.0f))
- glRotatef(tag->rot[0], 1, 0, 0);
-
- if (!equalEpsilon(tag->rot[2], 0.0f))
- glRotatef(tag->rot[2], 0, 0, 1);
- }
- else
- {
- if (tag->flag & 0x01)
- glPopMatrix();
-
- if (tag->flag & 0x02)
- glPushMatrix();
-
- glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
-
- if (!equalEpsilon(tag->rot[1], 0.0f))
- glRotatef(tag->rot[1], 0, 1, 0);
-
- if (!equalEpsilon(tag->rot[0], 0.0f))
- glRotatef(tag->rot[0], 1, 0, 0);
-
- if (!equalEpsilon(tag->rot[2], 0.0f))
- glRotatef(tag->rot[2], 0, 0, 1);
- }
-
- // Draw layered lara in TR4 ( 2 meshes per tag )
- if (mdl->tr4Overlay == 1)
- {
- boneframe2 = (mdl->animation[0])->frame[0];
-
- if (boneframe2)
- {
- tag2 = boneframe2->tag[a];
-
- if (tag2)
- {
- drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(tag2->mesh), Render::skeletalMesh);
- }
- }
- }
-
- if (mFlags & Render::fRenderPonytail)
- {
- if (mdl->ponytailId > 0 &&
- a == 14)
- {
- glPushMatrix();
-
- // Mongoose 2002.08.30, TEST to align offset
- glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
- glRotatef(mdl->ponytailAngle, 1, 0, 0);
-
- // HACK: To fill TR4 void between ponytail/head
- // since no vertex welds are implemented yet
- if (mdl->tr4Overlay == 1)
- {
- glScalef(1.20f, 1.20f, 1.20f);
- }
-
- #ifdef EXPERIMENTAL_NON_ITEM_RENDER
- drawModel(mModels[mdl->ponytail], 0, 0);
- #else
- for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
- {
- glPushMatrix();
-
- if (i > 0)
- {
- glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0);
- glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0);
- glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1);
-
- glTranslatef(0.0, 0.0, mdl->ponyOff);
- }
-
- if (mdl->pigtails)
- {
- glPushMatrix();
- glTranslatef(mdl->ponyOff2, 0.0, 0.0);
- drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
- Render::skeletalMesh);
- glPopMatrix();
-
- glPushMatrix();
- glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
- drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
- Render::skeletalMesh);
- glPopMatrix();
- }
- else
- {
- drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
- Render::skeletalMesh);
- }
- }
-
- for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
- {
- glPopMatrix();
- }
- #endif
- glPopMatrix();
- }
- }
-
- drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(tag->mesh), Render::skeletalMesh);
- }
-
- // Cycle frames ( cheap hack from old ent state based system )
- if (mFlags & fAnimateAllModels)
- {
- if (model->getFrame() + 1 > (int)animation->frame.size()-1)
- {
- model->setFrame(0);
- }
- else
- {
- model->setFrame(model->getFrame()+1);
- }
- }
- }
-
-
- void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
- {
- // Bind before entering now
- //glBindTexture(GL_TEXTURE_2D, 1);
- glPointSize(4.0);
- //glLineWidth(1.25);
-
- //! \fixme Need to make custom color key for this
- glColor3fv(RED);
-
- glBegin(GL_POINTS);
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(min[0], min[1], min[2]);
-
- if (draw_points)
- {
- glVertex3f(max[0], min[1], max[2]);
- glVertex3f(min[0], max[1], max[2]);
- glVertex3f(max[0], max[1], min[2]);
- glVertex3f(min[0], min[1], max[2]);
- glVertex3f(min[0], max[1], min[2]);
- glVertex3f(max[0], min[1], min[2]);
- }
-
- glEnd();
-
- glColor3fv(GREEN);
-
- glBegin(GL_LINES);
- // max, top quad
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(max[0], min[1], max[2]);
-
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(min[0], max[1], max[2]);
-
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(max[0], max[1], min[2]);
-
- // max-min, vertical quads
- glVertex3f(min[0], max[1], max[2]);
- glVertex3f(min[0], max[1], min[2]);
-
- glVertex3f(max[0], min[1], max[2]);
- glVertex3f(max[0], min[1], min[2]);
-
- glVertex3f(max[0], min[1], max[2]);
- glVertex3f(min[0], min[1], max[2]);
-
- // min-max, vertical quads
- glVertex3f(max[0], max[1], min[2]);
- glVertex3f(max[0], min[1], min[2]);
-
- glVertex3f(max[0], max[1], min[2]);
- glVertex3f(min[0], max[1], min[2]);
-
- glVertex3f(min[0], max[1], max[2]);
- glVertex3f(min[0], min[1], max[2]);
-
-
- // min, bottom quad
- glVertex3f(min[0], min[1], min[2]);
- glVertex3f(min[0], max[1], min[2]);
-
- glVertex3f(min[0], min[1], min[2]);
- glVertex3f(max[0], min[1], min[2]);
-
- glVertex3f(min[0], min[1], min[2]);
- glVertex3f(min[0], min[1], max[2]);
- glEnd();
-
- glPointSize(1.0);
- //glLineWidth(1.0);
- }
-
-
- void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
- const vec4_t c1, const vec4_t c2)
- {
- // Bind before entering now
- //glBindTexture(GL_TEXTURE_2D, 1);
- glPointSize(4.0);
- //glLineWidth(1.25);
-
- //! \fixme Need to make custom color key for this
- glColor3fv(c1);
-
- glBegin(GL_POINTS);
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(min[0], min[1], min[2]);
-
- if (draw_points)
- {
- glVertex3f(max[0], min[1], max[2]);
- glVertex3f(min[0], max[1], max[2]);
- glVertex3f(max[0], max[1], min[2]);
- glVertex3f(min[0], min[1], max[2]);
- glVertex3f(min[0], max[1], min[2]);
- glVertex3f(max[0], min[1], min[2]);
- }
-
- glEnd();
-
- glColor3fv(c2);
-
- glBegin(GL_LINES);
- // max, top quad
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(max[0], min[1], max[2]);
-
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(min[0], max[1], max[2]);
-
- glVertex3f(max[0], max[1], max[2]);
- glVertex3f(max[0], max[1], min[2]);
-
- // max-min, vertical quads
- glVertex3f(min[0], max[1], max[2]);
- glVertex3f(min[0], max[1], min[2]);
-
- glVertex3f(max[0], min[1], max[2]);
- glVertex3f(max[0], min[1], min[2]);
-
- glVertex3f(max[0], min[1], max[2]);
- glVertex3f(min[0], min[1], max[2]);
-
- // min-max, vertical quads
- glVertex3f(max[0], max[1], min[2]);
- glVertex3f(max[0], min[1], min[2]);
-
- glVertex3f(max[0], max[1], min[2]);
- glVertex3f(min[0], max[1], min[2]);
-
- glVertex3f(min[0], max[1], max[2]);
- glVertex3f(min[0], min[1], max[2]);
-
-
- // min, bottom quad
- glVertex3f(min[0], min[1], min[2]);
- glVertex3f(min[0], max[1], min[2]);
-
- glVertex3f(min[0], min[1], min[2]);
- glVertex3f(max[0], min[1], min[2]);
-
- glVertex3f(min[0], min[1], min[2]);
- glVertex3f(min[0], min[1], max[2]);
- glEnd();
-
- glPointSize(1.0);
- //glLineWidth(1.0);
- }
-
-
- void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
- {
- room_mesh_t *room;
-
-
- if (!rRoom || !rRoom->room)
- return;
-
- room = rRoom->room;
-
- if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
- return;
-
- glPushMatrix();
- //LightingSetup();
-
- glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
-
- if (!draw_alpha &&
- (mFlags & Render::fPortals || mMode == Render::modeWireframe))
- {
- portal_t *portal;
-
- glLineWidth(2.0);
- glColor3fv(RED);
-
- for (unsigned int i = 0; i < room->portals.size(); i++)
- {
- portal = room->portals[i];
-
- if (!portal)
- continue;
-
- glBegin(GL_LINE_LOOP);
- glVertex3fv(portal->vertices[0]);
- glVertex3fv(portal->vertices[1]);
- glVertex3fv(portal->vertices[2]);
- glVertex3fv(portal->vertices[3]);
- glEnd();
- }
-
- glLineWidth(1.0);
-
- #ifdef OBSOLETE
- glColor3fv(RED);
-
- for (i = 0; i < (int)room->num_boxes; ++i)
- {
- // Mongoose 2002.08.14, This is a simple test -
- // these like portals are really planes
- glBegin(GL_QUADS);
- glVertex3fv(room->boxes[i].a.pos);
- glVertex3fv(room->boxes[i].b.pos);
- glVertex3fv(room->boxes[i].c.pos);
- glVertex3fv(room->boxes[i].d.pos);
- glEnd();
- }
- #endif
- }
-
- if (mMode == Render::modeWireframe && !draw_alpha)
- {
- draw_bbox(room->bbox_min, room->bbox_max, true);
- }
-
- glTranslated(room->pos[0], room->pos[1], room->pos[2]);
-
- // Reset since GL_MODULATE used, reset to WHITE
- glColor3fv(WHITE);
-
- switch (mMode)
- {
- case modeWireframe:
- rRoom->mesh.mMode = Mesh::MeshModeWireframe;
- break;
- case modeSolid:
- rRoom->mesh.mMode = Mesh::MeshModeSolid;
- break;
- default:
- rRoom->mesh.mMode = Mesh::MeshModeTexture;
- break;
- }
-
- if (draw_alpha)
- {
- rRoom->mesh.drawAlpha();
- }
- else
- {
- rRoom->mesh.drawSolid();
- }
-
- glPopMatrix();
-
- //mTexture.bindTextureId(0);
-
- // Draw other room meshes and sprites
- if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
- {
- if (mFlags & Render::fRoomModels)
- {
- static_model_t *mdl;
-
- for (unsigned int i = 0; i < room->models.size(); i++)
- {
- mdl = room->models[i];
-
- if (!mdl)
- continue;
-
- mdl->pos[0] += room->pos[0];
- mdl->pos[1] += room->pos[1];
- mdl->pos[2] += room->pos[2];
-
- // Depth sort room model render list with qsort
- std::sort(room->models.begin(), room->models.end(), compareStaticModels);
-
- mdl->pos[0] -= room->pos[0];
- mdl->pos[1] -= room->pos[1];
- mdl->pos[2] -= room->pos[2];
- }
-
- for (unsigned int i = 0; i < room->models.size(); i++)
- {
- drawRoomModel(room->models[i]);
- }
- }
-
- // Draw other room alpha polygon objects
- if (mFlags & Render::fSprites)
- {
- for (unsigned int i = 0; i < room->sprites.size(); i++)
- {
- drawSprite(room->sprites[i]);
- }
- }
- }
- }
-
-
- void Render::drawSprite(sprite_t *sprite)
- {
- if (!sprite)
- return;
-
- if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
- sprite->radius))
- return;
-
- glPushMatrix();
- glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
-
- // Sprites must always face camera, because they have no depth =)
- glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
-
- switch (mMode)
- {
- // No vertex lighting on sprites, as far as I see in specs
- // So just draw normal texture, no case 2
- case Render::modeSolid:
- glBegin(GL_TRIANGLE_STRIP);
- glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
- glVertex3fv(sprite->vertex[0].pos);
-
- glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
- glVertex3fv(sprite->vertex[1].pos);
-
- glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
- glVertex3fv(sprite->vertex[3].pos);
-
- glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
- glVertex3fv(sprite->vertex[2].pos);
- glEnd();
- break;
- case Render::modeWireframe:
- glColor3fv(CYAN);
- glBegin(GL_LINE_LOOP);
- glVertex3fv(sprite->vertex[0].pos);
- glVertex3fv(sprite->vertex[1].pos);
- glVertex3fv(sprite->vertex[2].pos);
- glVertex3fv(sprite->vertex[3].pos);
- glEnd();
- glColor3fv(WHITE);
- break;
- default:
- glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
-
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2fv(sprite->texel[0].st);
- glVertex3fv(sprite->vertex[0].pos);
- glTexCoord2fv(sprite->texel[1].st);
- glVertex3fv(sprite->vertex[1].pos);
- glTexCoord2fv(sprite->texel[3].st);
- glVertex3fv(sprite->vertex[3].pos);
- glTexCoord2fv(sprite->texel[2].st);
- glVertex3fv(sprite->vertex[2].pos);
- glEnd();
- }
-
- glPopMatrix();
- }
-
-
- void Render::drawRoomModel(static_model_t *mesh)
- {
- model_mesh_t *r_mesh;
-
-
- if (!mesh)
- return;
-
- r_mesh = gOpenRaider->mGame->mWorld.getMesh(mesh->index);
-
- if (!r_mesh)
- return;
-
- if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
- return;
-
- glPushMatrix();
- glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
- glRotated(mesh->yaw, 0, 1, 0);
-
- drawModelMesh(r_mesh, roomMesh);
- glPopMatrix();
- }
-
-
- void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
- {
- glBegin(GL_TRIANGLES);
-
- switch (mMode)
- {
- case modeSolid:
- case modeVertexLight:
- if (r_mesh->colors)
- {
- glColor3fv(r_mesh->colors+ttri->index[0]);
- glTexCoord2fv(ttri->st);
- glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
-
- glColor3fv(r_mesh->colors+ttri->index[1]);
- glTexCoord2fv(ttri->st+2);
- glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
-
- glColor3fv(r_mesh->colors+ttri->index[2]);
- glTexCoord2fv(ttri->st+4);
- glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
- }
- else if (r_mesh->normals)
- {
- glNormal3fv(r_mesh->normals+ttri->index[0]*3);
- glTexCoord2fv(ttri->st);
- glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
-
- glNormal3fv(r_mesh->normals+ttri->index[1]*3);
- glTexCoord2fv(ttri->st+2);
- glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
-
- glNormal3fv(r_mesh->normals+ttri->index[2]*3);
- glTexCoord2fv(ttri->st+4);
- glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
- }
- else
- {
- glTexCoord2fv(ttri->st);
- glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
- glTexCoord2fv(ttri->st+2);
- glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
- glTexCoord2fv(ttri->st+4);
- glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
- }
- break;
- case modeWireframe:
- glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
- glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
- glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
- break;
- default:
- glTexCoord2fv(ttri->st);
- glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
- glTexCoord2fv(ttri->st+2);
- glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
- glTexCoord2fv(ttri->st+4);
- glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
- }
-
- glEnd();
- }
-
-
- void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
- {
- texture_tri_t *ttri;
- int lastTexture = -1;
-
-
- // If they pass NULL structs let it hang up - this is tmp
-
- //! \fixme Duh, vis tests need to be put back
- //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
- //{
- // return;
- //}
-
- #ifdef USE_GL_ARRAYS
- // Setup Arrays ( move these to another method depends on mMode )
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
-
- if (r_mesh->normals)
- {
- glEnableClientState(GL_NORMAL_ARRAY);
- glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
- }
-
- if (r_mesh->colors)
- {
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
- }
-
- //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
- //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
-
- glBegin(GL_TRIANGLES);
-
- for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
- {
- ttri = r_mesh->texturedTriangles[i];
-
- if (!ttri)
- continue;
-
- for (k = 0; k < 4; ++k)
- {
- index = mQuads[i].quads[j*4+k];
- glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
- glArrayElement(mVertices[index]);
- }
- }
-
- glEnd();
- #endif
-
-
- //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
- glColor3fv(WHITE);
-
- if (mMode == modeWireframe)
- {
- switch (type)
- {
- case roomMesh:
- glColor3fv(YELLOW);
- break;
- case skeletalMesh:
- glColor3fv(WHITE);
- break;
- }
- }
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
-
- // Colored Triagles
- for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++)
- {
- ttri = r_mesh->coloredTriangles[i];
-
- if (!ttri)
- continue;
-
- if (mMode != modeWireframe && mMode != modeSolid &&
- ttri->texture != lastTexture)
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
- lastTexture = ttri->texture;
- }
-
- tmpRenderModelMesh(r_mesh, ttri);
- }
-
- // Colored Rectagles
- for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++)
- {
- ttri = r_mesh->coloredRectangles[i];
-
- if (!ttri)
- continue;
-
- if (mMode != modeWireframe && mMode != modeSolid &&
- ttri->texture != lastTexture)
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
- lastTexture = ttri->texture;
- }
-
- tmpRenderModelMesh(r_mesh, ttri);
- }
-
- // Textured Tris
- for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
- {
- ttri = r_mesh->texturedTriangles[i];
-
- if (!ttri)
- continue;
-
- if (mMode != modeWireframe && mMode != modeSolid &&
- ttri->texture != lastTexture)
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
- lastTexture = ttri->texture;
- }
-
- tmpRenderModelMesh(r_mesh, ttri);
- }
-
- // Textured Quads
- for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++)
- {
- ttri = r_mesh->texturedRectangles[i];
-
- if (!ttri)
- continue;
-
- if (mMode != modeWireframe && mMode != modeSolid &&
- ttri->texture != lastTexture)
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
- lastTexture = ttri->texture;
- }
-
- tmpRenderModelMesh(r_mesh, ttri);
- }
- }
-
-
- void Render::setSkyMesh(int index, bool rot)
- {
- mSkyMesh = index;
- mSkyMeshRotation = rot;
- }
-
-
- void Render::ViewModel(entity_t *ent, int index)
- {
- skeletal_model_t *model;
-
-
- if (!ent)
- {
- return;
- }
-
- model = gOpenRaider->mGame->mWorld.getModel(index);
-
- if (model)
- {
- ent->modelId = index;
- printf("Viewmodel skeletal model %i\n", model->id);
- }
- }
-
-
- void Render::addSkeletalModel(SkeletalModel *mdl)
- {
- mModels.push_back(mdl);
- }
-
-
- void Render::updateViewVolume()
- {
- matrix_t proj;
- matrix_t mdl;
-
-
- glGetFloatv(GL_PROJECTION_MATRIX, proj);
- glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
- gViewVolume.updateFrame(proj, mdl);
- }
-
-
- bool Render::isVisible(float bbox_min[3], float bbox_max[3])
- {
- // For debugging purposes
- if (mMode == Render::modeWireframe)
- {
- //glPointSize(5.0);
- //glColor3fv(PINK);
- //glBegin(GL_POINTS);
- //glVertex3fv(bbox_min);
- //glVertex3fv(bbox_max);
- //glEnd();
-
- draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
- }
-
- return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
- }
-
-
- bool Render::isVisible(float x, float y, float z)
- {
- // For debugging purposes
- if (mMode == Render::modeWireframe)
- {
- glPointSize(5.0);
- glColor3fv(PINK);
- glBegin(GL_POINTS);
- glVertex3f(x, y, z);
- glEnd();
- }
-
- return (gViewVolume.isPointInFrustum(x, y, z));
- }
-
-
- bool Render::isVisible(float x, float y, float z, float radius)
- {
- // For debugging purposes
- if (mMode == Render::modeWireframe)
- {
- glPointSize(5.0);
- glColor3fv(PINK);
- glBegin(GL_POINTS);
- glVertex3f(x, y, z);
- glEnd();
- }
-
- return (gViewVolume.isSphereInFrustum(x, y, z, radius));
- }
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