Open Source Tomb Raider Engine
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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <algorithm>
  9. #ifdef __APPLE__
  10. #include <OpenGL/gl.h>
  11. #include <OpenGL/glu.h>
  12. #else
  13. #include <GL/gl.h>
  14. #include <GL/glu.h>
  15. #endif
  16. #include <stdlib.h>
  17. #include <math.h>
  18. #include <string.h>
  19. #ifdef USING_EMITTER
  20. #include "Emitter.h"
  21. #endif
  22. #include "global.h"
  23. #include "main.h"
  24. #include "Game.h"
  25. #include "OpenRaider.h"
  26. #include "Render.h"
  27. ViewVolume gViewVolume; /* View volume for frustum culling */
  28. void Render::drawLoadScreen()
  29. {
  30. float x = 0.0f, y = 0.0f, z = -160.0f;
  31. float w = 500.0f, h = 500.0f;
  32. if (mTexture.getTextureCount() <= 0)
  33. return;
  34. // Mongoose 2002.01.01, Rendered while game is loading...
  35. //! \fixme seperate logo/particle coor later
  36. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  37. glLoadIdentity();
  38. glColor3fv(WHITE);
  39. if (mFlags & Render::fGL_Lights)
  40. glDisable(GL_LIGHTING);
  41. // Mongoose 2002.01.01, Draw logo/load screen
  42. glTranslatef(0.0f, 0.0f, -2000.0f);
  43. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  44. glBindTexture(GL_TEXTURE_2D, 2);
  45. glBegin(GL_TRIANGLE_STRIP);
  46. glTexCoord2f(1.0, 1.0);
  47. glVertex3f(x + w, y + h, z);
  48. glTexCoord2f(0.0, 1.0);
  49. glVertex3f(x - w, y + h, z);
  50. glTexCoord2f(1.0, 0.0);
  51. glVertex3f(x + w, y - h, z);
  52. glTexCoord2f(0.0, 0.0);
  53. glVertex3f(x - w, y - h, z);
  54. glEnd();
  55. if (mFlags & Render::fGL_Lights)
  56. glEnable(GL_LIGHTING);
  57. #ifdef USING_EMITTER
  58. // Mongoose 2002.01.01, Test particle prototype on load screen
  59. if (mEmitter && mFlags & Render::fParticles)
  60. {
  61. glPushMatrix();
  62. glLoadIdentity();
  63. glEnable(GL_BLEND);
  64. glRotatef(180.0, 1.0, 0.0, 0.0);
  65. glTranslatef(0.0, -820.0, 575.0);
  66. glScalef(80.0, 80.0, 80.0);
  67. // Update view volume for vising
  68. updateViewVolume();
  69. gViewVolume.getFrustum(mEmitter->mFrustum);
  70. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  71. mEmitter->Draw();
  72. glPopMatrix();
  73. }
  74. #endif
  75. glFlush();
  76. }
  77. bool compareEntites(const void *voidA, const void *voidB)
  78. {
  79. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  80. vec_t distA, distB;
  81. if (!a || !b)
  82. return false; // error really
  83. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  84. a->pos[1],
  85. a->pos[2],
  86. 1.0f);
  87. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  88. b->pos[1],
  89. b->pos[2],
  90. 1.0f);
  91. return (distA < distB);
  92. }
  93. bool compareStaticModels(const void *voidA, const void *voidB)
  94. {
  95. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  96. vec_t distA, distB;
  97. if (!a || !b)
  98. return false; // error really
  99. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  100. a->pos[1],
  101. a->pos[2],
  102. 128.0f);
  103. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  104. b->pos[1],
  105. b->pos[2],
  106. 128.0f);
  107. return (distA < distB);
  108. }
  109. bool compareRoomDist(const void *voidA, const void *voidB)
  110. {
  111. const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
  112. const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
  113. if (!a || !b || !a->room || !b->room)
  114. return false; // error really
  115. return (a->dist < b->dist);
  116. }
  117. ////////////////////////////////////////////////////////////
  118. // Constructors
  119. ////////////////////////////////////////////////////////////
  120. Render::Render()
  121. {
  122. #ifdef USING_EMITTER
  123. mEmitter = 0x0;
  124. #endif
  125. mSkyMesh = -1;
  126. mSkyMeshRotation = false;
  127. mMode = Render::modeDisabled;
  128. mLock = 0;
  129. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  130. Render::fRoomModels | Render::fEntityModels |
  131. Render::fUsePortals | fUpdateRoomListPerFrame);
  132. mNextTextureId = NULL;
  133. mNumTexturesLoaded = NULL;
  134. }
  135. Render::~Render()
  136. {
  137. ClearWorld();
  138. }
  139. ////////////////////////////////////////////////////////////
  140. // Public Accessors
  141. ////////////////////////////////////////////////////////////
  142. void Render::screenShot(char *filenameBase)
  143. {
  144. mTexture.glScreenShot(filenameBase, gOpenRaider->mWindow->mWidth, gOpenRaider->mWindow->mHeight);
  145. }
  146. ////////////////////////////////////////////////////////////
  147. // Public Mutators
  148. ////////////////////////////////////////////////////////////
  149. void Render::addRoom(RenderRoom *room)
  150. {
  151. mRooms.push_back(room);
  152. }
  153. void Render::loadTexture(unsigned char *image,
  154. unsigned int width, unsigned int height,
  155. unsigned int id)
  156. {
  157. glColor3fv(WHITE);
  158. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  159. }
  160. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  161. unsigned int *nextId)
  162. {
  163. char filename[128];
  164. int snow1_id;
  165. int snow2_id;
  166. int bg_id;
  167. unsigned int numTextures = 0;
  168. unsigned char color[4];
  169. // We want to update as needed later
  170. mNumTexturesLoaded = numLoaded;
  171. mNextTextureId = nextId;
  172. mTexture.reset();
  173. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  174. However, color texturegen is a lot */
  175. mTexture.setFlag(Texture::fUseMipmaps);
  176. printf("Processing Textures:\n");
  177. color[0] = 0xff;
  178. color[1] = 0xff;
  179. color[2] = 0xff;
  180. color[3] = 0xff;
  181. if (mTexture.loadColorTexture(color, 32, 32) > -1)
  182. {
  183. ++numTextures;
  184. }
  185. snprintf(filename, 126, "%s/%s", textureDir, "splash.tga");
  186. filename[127] = 0;
  187. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  188. {
  189. ++numTextures;
  190. }
  191. snprintf(filename, 126, "%s/%s", textureDir, "snow.tga");
  192. filename[127] = 0;
  193. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  194. {
  195. ++numTextures;
  196. }
  197. snprintf(filename, 126, "%s/%s", textureDir, "snow2.tga");
  198. filename[127] = 0;
  199. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  200. {
  201. ++numTextures;
  202. }
  203. // Weird that it isn't linear, must be some storage deal in Texture
  204. // I forgot about Id allocation
  205. *nextId = snow2_id;
  206. // Setup particle system test
  207. initEmitter("Snow test", 650, snow1_id, snow2_id);
  208. *numLoaded = numTextures;
  209. }
  210. void Render::initEmitter(const char *name, unsigned int size,
  211. unsigned int snowTex1, unsigned int snowTex2)
  212. {
  213. #ifdef USING_EMITTER
  214. if (mEmitter)
  215. delete mEmitter; // Public, so avoid possible leak
  216. // Mongoose 2002.01.01, Screwing around with particle emitter test
  217. // note this is backwards b/c load screen is rendered upsidedown
  218. //mEmitter = new Emitter(/*name*/"snow", size);
  219. mEmitter = new Emitter(name, size);
  220. mEmitter->SetTextureId(snowTex1);
  221. mEmitter->TextureId(120, 280, snowTex2);
  222. mEmitter->TextureId(400, 450, snowTex2);
  223. mEmitter->TextureId(500, 550, snowTex2);
  224. // Mongoose 2002.01.01, Varing force and speed should look
  225. // like varing mass/SA in wind, maybe
  226. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  227. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  228. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  229. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  230. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  231. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  232. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  233. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  234. #endif
  235. }
  236. void Render::ClearWorld()
  237. {
  238. gOpenRaider->mGame->mLara = NULL;
  239. mRoomRenderList.clear();
  240. for (unsigned int i = 0; i < mRooms.size(); i++) {
  241. if (mRooms[i])
  242. delete mRooms[i];
  243. }
  244. mRooms.clear();
  245. for (unsigned int i = 0; i < mModels.size(); i++) {
  246. if (mModels[i])
  247. delete mModels[i];
  248. }
  249. mModels.clear();
  250. #ifdef USING_EMITTER
  251. if (mEmitter)
  252. {
  253. delete mEmitter;
  254. mEmitter = 0x0;
  255. }
  256. #endif
  257. }
  258. // Texture must be set to WHITE solid color texture
  259. void renderTrace(int color, vec3_t start, vec3_t end)
  260. {
  261. const float widthStart = 10.0f; //5.0f;
  262. const float widthEnd = 10.0f;
  263. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  264. // Draw two long quads that skrink and fade the they go further out
  265. glBegin(GL_QUADS);
  266. switch (color)
  267. {
  268. case 0:
  269. glColor3f(0.9f - delta, 0.2f, 0.2f);
  270. break;
  271. case 1:
  272. glColor3f(0.2f, 0.9f - delta, 0.2f);
  273. break;
  274. case 2:
  275. default:
  276. glColor3f(0.2f, 0.2f, 0.9f - delta);
  277. }
  278. glVertex3f(start[0], start[1], start[2]);
  279. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  280. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  281. glVertex3f(end[0], end[1], end[2]);
  282. glVertex3f(start[0], start[1], start[2]);
  283. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  284. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  285. glVertex3f(end[0], end[1], end[2]);
  286. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  287. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  288. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  289. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  290. glEnd();
  291. }
  292. void setLighting(bool on)
  293. {
  294. if (on)
  295. {
  296. glEnable(GL_LIGHTING);
  297. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  298. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  299. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  300. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  301. }
  302. else
  303. {
  304. glDisable(GL_LIGHTING);
  305. }
  306. }
  307. void lightRoom(RenderRoom *room)
  308. {
  309. unsigned int i;
  310. Light *light;
  311. for (i = 0; i < room->lights.size(); ++i)
  312. {
  313. light = room->lights[i];
  314. if (!light)
  315. continue;
  316. glEnable(GL_LIGHT0 + i);
  317. switch (light->mType)
  318. {
  319. case Light::typeSpot:
  320. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  321. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  322. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  323. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  324. break;
  325. case Light::typePoint:
  326. case Light::typeDirectional:
  327. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  328. // GL_QUADRATIC_ATTENUATION
  329. // GL_LINEAR_ATTENUATION
  330. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  331. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  332. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  333. break;
  334. }
  335. }
  336. }
  337. void Render::clearFlags(unsigned int flags)
  338. {
  339. // _defaults |= flags; // Force removal if it wasn't set
  340. mFlags ^= flags;
  341. if (flags & Render::fFog)
  342. {
  343. if (glIsEnabled(GL_FOG))
  344. {
  345. glDisable(GL_FOG);
  346. }
  347. }
  348. if (flags & Render::fGL_Lights)
  349. {
  350. setLighting(false);
  351. }
  352. }
  353. void Render::setFlags(unsigned int flags)
  354. {
  355. mFlags |= flags;
  356. if (flags & Render::fFog)
  357. {
  358. glEnable(GL_FOG);
  359. glFogf(GL_FOG_MODE, GL_EXP2);
  360. glFogf(GL_FOG_DENSITY, 0.00008f);
  361. glFogf(GL_FOG_START, 30000.0f);
  362. glFogf(GL_FOG_END, 50000.0f);
  363. glFogfv(GL_FOG_COLOR, BLACK);
  364. }
  365. if (flags & Render::fGL_Lights)
  366. {
  367. setLighting(true);
  368. }
  369. }
  370. int Render::getMode()
  371. {
  372. return mMode;
  373. }
  374. void Render::setMode(int n)
  375. {
  376. mMode = n;
  377. switch (mMode)
  378. {
  379. case Render::modeDisabled:
  380. break;
  381. case Render::modeSolid:
  382. case Render::modeWireframe:
  383. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  384. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  385. glDisable(GL_TEXTURE_2D);
  386. break;
  387. default:
  388. if (mMode == Render::modeLoadScreen)
  389. {
  390. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  391. }
  392. else
  393. {
  394. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  395. }
  396. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  397. glEnable(GL_TEXTURE_2D);
  398. }
  399. }
  400. // Replaced the deprecated gluLookAt with slightly modified code from here:
  401. // http://www.khronos.org/message_boards/showthread.php/4991
  402. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  403. {
  404. res[0] = y1*z2 - y2*z1;
  405. res[1] = x2*z1 - x1*z2;
  406. res[2] = x1*y2 - x2*y1;
  407. }
  408. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  409. {
  410. float f[3];
  411. // calculating the viewing vector
  412. f[0] = lookAtX - eyeX;
  413. f[1] = lookAtY - eyeY;
  414. f[2] = lookAtZ - eyeZ;
  415. float fMag, upMag;
  416. fMag = sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  417. upMag = sqrtf(upX*upX + upY*upY + upZ*upZ);
  418. // normalizing the viewing vector
  419. f[0] = f[0]/fMag;
  420. f[1] = f[1]/fMag;
  421. f[2] = f[2]/fMag;
  422. // normalising the up vector. no need for this here if you have your
  423. // up vector already normalised, which is mostly the case.
  424. upX = upX/upMag;
  425. upY = upY/upMag;
  426. upZ = upZ/upMag;
  427. float s[3], u[3];
  428. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  429. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  430. float M[]=
  431. {
  432. s[0], u[0], -f[0], 0,
  433. s[1], u[1], -f[1], 0,
  434. s[2], u[2], -f[2], 0,
  435. 0, 0, 0, 1
  436. };
  437. glMultMatrixf(M);
  438. glTranslatef (-eyeX, -eyeY, -eyeZ);
  439. }
  440. void Render::Display()
  441. {
  442. vec3_t curPos;
  443. vec3_t camPos;
  444. vec3_t atPos;
  445. RenderRoom *room;
  446. int index;
  447. #ifdef DEBUG_MATRIX
  448. gl_test_reset();
  449. #endif
  450. switch (mMode)
  451. {
  452. case Render::modeDisabled:
  453. return;
  454. case Render::modeLoadScreen:
  455. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  456. drawLoadScreen();
  457. return;
  458. default:
  459. ;
  460. }
  461. if (mMode == Render::modeWireframe)
  462. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  463. else
  464. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  465. index = -1;
  466. if (gOpenRaider->mGame->mLara)
  467. {
  468. float yaw;
  469. int sector;
  470. float camOffsetH = 0.0f;
  471. switch (gOpenRaider->mGame->mLara->moveType)
  472. {
  473. case worldMoveType_fly:
  474. case worldMoveType_noClipping:
  475. case worldMoveType_swim:
  476. camOffsetH = 64.0f;
  477. break;
  478. case worldMoveType_walk:
  479. case worldMoveType_walkNoSwim:
  480. camOffsetH = 512.0f;
  481. break;
  482. }
  483. curPos[0] = gOpenRaider->mGame->mLara->pos[0];
  484. curPos[1] = gOpenRaider->mGame->mLara->pos[1];
  485. curPos[2] = gOpenRaider->mGame->mLara->pos[2];
  486. yaw = gOpenRaider->mGame->mLara->angles[1];
  487. index = gOpenRaider->mGame->mLara->room;
  488. // Mongoose 2002.08.24, New 3rd person camera hack
  489. camPos[0] = curPos[0];
  490. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  491. camPos[2] = curPos[2];
  492. camPos[0] -= (1024.0f * sinf(yaw));
  493. camPos[2] -= (1024.0f * cosf(yaw));
  494. sector = gOpenRaider->mGame->mWorld.getSector(index, camPos[0], camPos[2]);
  495. // Handle camera out of world
  496. if (sector < 0 || gOpenRaider->mGame->mWorld.isWall(index, sector))
  497. {
  498. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  499. camPos[1] -= 64.0f;
  500. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  501. }
  502. gOpenRaider->mGame->mCamera->setPosition(camPos);
  503. }
  504. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  505. glLoadIdentity();
  506. // Setup view in OpenGL with camera
  507. gOpenRaider->mGame->mCamera->update();
  508. gOpenRaider->mGame->mCamera->getPosition(camPos);
  509. gOpenRaider->mGame->mCamera->getTarget(atPos);
  510. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  511. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  512. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  513. // Update view volume for vising
  514. updateViewVolume();
  515. // Let's see the LoS -- should be event controled
  516. if (gOpenRaider->mGame->mLara)
  517. {
  518. // SkeletalModel *mdl = (SkeletalModel *)gOpenRaider->mGame->mLara->tmpHook;
  519. // Draw in solid colors
  520. glDisable(GL_TEXTURE_2D);
  521. glDisable(GL_CULL_FACE);
  522. if (gOpenRaider->mGame->mLara->state == 64) // eWeaponFire
  523. {
  524. vec3_t u, v; //, s, t;
  525. // Center of gOpenRaider->mGame->mLara
  526. u[0] = curPos[0];
  527. u[1] = curPos[1] - 512.0f;
  528. u[2] = curPos[2];
  529. // Location gOpenRaider->mGame->mLara is aiming at? ( Not finished yet )
  530. v[0] = u[0] + (9000.0f * sinf(gOpenRaider->mGame->mLara->angles[1]));
  531. v[1] = u[1] + (9000.0f * sinf(gOpenRaider->mGame->mLara->angles[2]));
  532. v[2] = u[2] + (9000.0f * cosf(gOpenRaider->mGame->mLara->angles[1]));
  533. // Test tracing of aim
  534. renderTrace(0, u, v); // v = target
  535. }
  536. entity_t *route = gOpenRaider->mGame->mLara->master;
  537. while (route)
  538. {
  539. if (route->master)
  540. {
  541. renderTrace(1, route->pos, route->master->pos);
  542. }
  543. route = route->master;
  544. }
  545. glEnable(GL_CULL_FACE);
  546. glEnable(GL_TEXTURE_2D);
  547. }
  548. // Render world
  549. glColor3fv(DIM_WHITE); // was WHITE
  550. drawSkyMesh(96.0);
  551. // Figure out how much of the map to render
  552. newRoomRenderList(index);
  553. // Room solid pass, need to do depth sorting to avoid 2 pass render
  554. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  555. {
  556. room = mRoomRenderList[i];
  557. if (room)
  558. {
  559. if (mFlags & Render::fGL_Lights)
  560. {
  561. lightRoom(room);
  562. }
  563. drawRoom(room, false);
  564. }
  565. }
  566. // Draw all visible enities
  567. if (mFlags & Render::fEntityModels)
  568. {
  569. entity_t *e;
  570. std::vector<entity_t *> entityRenderList;
  571. std::vector<entity_t *> *entities = gOpenRaider->mGame->mWorld.getEntities();
  572. for (unsigned int i = 0; i < entities->size(); i++)
  573. {
  574. e = entities->at(i);
  575. // Mongoose 2002.03.26, Don't show lara to it's own player
  576. if (!e || e == gOpenRaider->mGame->mLara)
  577. {
  578. continue;
  579. }
  580. // Mongoose 2002.08.15, Nothing to draw, skip
  581. // Mongoose 2002.12.24, Some entities have no animation =p
  582. if (e->tmpHook)
  583. {
  584. SkeletalModel *mdl = static_cast<SkeletalModel *>(e->tmpHook);
  585. if (mdl->model->animation.empty())
  586. continue;
  587. }
  588. // Is it in view volume? ( Hack to use sphere )
  589. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  590. continue;
  591. // Is it in a room we're rendering?
  592. //if (mRoomRenderList[e->room] == 0x0)
  593. //{
  594. // continue;
  595. //}
  596. entityRenderList.push_back(e);
  597. }
  598. // Draw objects not tied to rooms
  599. glPushMatrix();
  600. drawObjects();
  601. glPopMatrix();
  602. // Depth sort entityRenderList with qsort
  603. std::sort(entityRenderList.begin(), entityRenderList.end(), compareEntites);
  604. for (unsigned int i = 0; i < entityRenderList.size(); i++)
  605. {
  606. e = entityRenderList[i];
  607. glPushMatrix();
  608. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  609. glRotatef(e->angles[1], 0, 1, 0);
  610. drawModel(static_cast<SkeletalModel *>(e->tmpHook));
  611. glPopMatrix();
  612. }
  613. }
  614. // Room alpha pass
  615. // Skip room alpha pass for modes w/o texture
  616. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  617. {
  618. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  619. {
  620. room = mRoomRenderList[i];
  621. if (room)
  622. {
  623. drawRoom(room, true);
  624. }
  625. }
  626. }
  627. #ifdef USING_EMITTER_IN_GAME
  628. // Mongoose 2002.01.01, Test particle prototype in game
  629. if (EMIT && mFlags & RENDER_F_PARTICLES)
  630. {
  631. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  632. glPushMatrix();
  633. glLoadIdentity();
  634. glEnable(GL_BLEND);
  635. glRotatef(180.0, 1.0, 0.0, 0.0);
  636. glTranslatef(0.0, -820.0, 575.0);
  637. glScalef(80.0, 80.0, 80.0);
  638. EMIT->Draw();
  639. glPopMatrix();
  640. // Mongoose 2002.03.26, Account for particle system
  641. // not using new binds by setting WHITE texture here
  642. mTexture.bindTextureId(0);
  643. }
  644. #endif
  645. if (mMode == Render::modeWireframe)
  646. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  647. #ifdef USING_EMITTER
  648. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  649. #endif
  650. // Mongoose 2002.01.01, Test matrix ops
  651. #ifdef DEBUG_MATRIX
  652. if (gl_test_val())
  653. {
  654. printf("ERROR in matrix stack %i\n", gl_test_val());
  655. }
  656. #endif
  657. glFlush();
  658. }
  659. void Render::newRoomRenderList(int index)
  660. {
  661. static int currentRoomId = -1;
  662. RenderRoom *room;
  663. if (mFlags & Render::fUsePortals)
  664. {
  665. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  666. {
  667. room = mRooms[0];
  668. mRoomRenderList.clear();
  669. if (room)
  670. {
  671. mRoomRenderList.push_back(room);
  672. }
  673. }
  674. else
  675. {
  676. // Update room render list if needed
  677. if (mFlags & Render::fUpdateRoomListPerFrame ||
  678. currentRoomId != index)
  679. {
  680. mRoomRenderList.clear();
  681. room = mRooms[index];
  682. buildRoomRenderList(room);
  683. }
  684. }
  685. }
  686. else // Render all rooms pretty much
  687. {
  688. if (currentRoomId != index || index == -1)
  689. {
  690. printf("*** Room render list -> %i\n", index);
  691. mRoomRenderList.clear();
  692. for (unsigned int i = 0; i < mRooms.size(); i++)
  693. {
  694. room = mRooms[i];
  695. if (!room || !room->room)
  696. continue;
  697. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  698. continue;
  699. //room->dist =
  700. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  701. // room->room->bbox_max);
  702. mRoomRenderList.push_back(room);
  703. }
  704. }
  705. }
  706. // Depth Sort roomRenderList ( no use in that, work on portals first )
  707. std::sort(mRoomRenderList.begin(), mRoomRenderList.end(), compareRoomDist);
  708. currentRoomId = index;
  709. }
  710. void Render::buildRoomRenderList(RenderRoom *rRoom)
  711. {
  712. RenderRoom *rRoom2;
  713. // Must exist
  714. if (!rRoom || !rRoom->room)
  715. return;
  716. // Must be visible
  717. //! \fixme Add depth sorting here - remove multipass
  718. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  719. return;
  720. // Must not already be cached
  721. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  722. {
  723. rRoom2 = mRoomRenderList[i];
  724. if (rRoom2 == rRoom)
  725. return;
  726. }
  727. //rRoom->dist =
  728. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  729. // rRoom->room->bbox_max);
  730. /* Add current room to list */
  731. mRoomRenderList.push_back(rRoom);
  732. if (mFlags & Render::fOneRoom)
  733. {
  734. return;
  735. }
  736. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  737. {
  738. for (unsigned int i = 0; i < mRooms.size(); i++)
  739. {
  740. rRoom2 = mRooms[i];
  741. if (rRoom2 && rRoom2 != rRoom)
  742. {
  743. buildRoomRenderList(rRoom2);
  744. }
  745. }
  746. return;
  747. }
  748. // Try to add adj rooms and their adj rooms, skip this room
  749. for (unsigned int i = 1; i < rRoom->room->adjacentRooms.size(); i++)
  750. {
  751. if (rRoom->room->adjacentRooms[i] < 0)
  752. continue;
  753. rRoom2 = mRooms[rRoom->room->adjacentRooms[i]];
  754. // Mongoose 2002.03.22, Add portal visibility check here
  755. if (rRoom2 && rRoom2 != rRoom)
  756. {
  757. buildRoomRenderList(rRoom2);
  758. }
  759. }
  760. }
  761. void Render::drawSkyMesh(float scale)
  762. {
  763. skeletal_model_t *model = gOpenRaider->mGame->mWorld.getModel(mSkyMesh);
  764. if (!model)
  765. return;
  766. glDisable(GL_DEPTH_TEST);
  767. glPushMatrix();
  768. if (mSkyMeshRotation)
  769. {
  770. glRotated(90.0, 1, 0, 0);
  771. }
  772. glTranslated(0.0, 1000.0, 0.0);
  773. glScaled(scale, scale, scale);
  774. //drawModel(model);
  775. //drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mSkyMesh), );
  776. glPopMatrix();
  777. glEnable(GL_DEPTH_TEST);
  778. }
  779. void Render::drawObjects()
  780. {
  781. #ifdef USING_FPS_CAMERA
  782. vec3_t curPos;
  783. #endif
  784. sprite_seq_t *sprite;
  785. int frame;
  786. // Draw lara or other player model ( move to entity rendering method )
  787. if (mFlags & Render::fViewModel && gOpenRaider->mGame->mLara && gOpenRaider->mGame->mLara->tmpHook)
  788. {
  789. SkeletalModel *mdl = static_cast<SkeletalModel *>(gOpenRaider->mGame->mLara->tmpHook);
  790. if (mdl)
  791. {
  792. // Mongoose 2002.03.22, Test 'idle' aniamtions
  793. if (!gOpenRaider->mGame->mLara->moving)
  794. {
  795. frame = mdl->getIdleAnimation();
  796. // Mongoose 2002.08.15, Stop flickering of idle lara here
  797. if (frame == 11)
  798. {
  799. mdl->setFrame(0);
  800. }
  801. }
  802. else
  803. {
  804. frame = mdl->getAnimation();
  805. }
  806. animation_frame_t *animation = mdl->model->animation[frame];
  807. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  808. {
  809. mdl->setFrame(0);
  810. }
  811. }
  812. glPushMatrix();
  813. #ifdef USING_FPS_CAMERA
  814. gOpenRaider->mGame->mCamera->getPosition(curPos);
  815. glTranslated(curPos[0], curPos[1], curPos[2]);
  816. glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
  817. glTranslated(0, 500, 1200);
  818. #else
  819. glTranslated(gOpenRaider->mGame->mLara->pos[0], gOpenRaider->mGame->mLara->pos[1], gOpenRaider->mGame->mLara->pos[2]);
  820. glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
  821. #endif
  822. drawModel(static_cast<SkeletalModel *>(gOpenRaider->mGame->mLara->tmpHook));
  823. glPopMatrix();
  824. }
  825. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  826. if (mFlags & Render::fSprites)
  827. {
  828. std::vector<sprite_seq_t *> *sprites;
  829. sprites = gOpenRaider->mGame->mWorld.getSprites();
  830. for (unsigned int i = 0; i < sprites->size(); i++)
  831. {
  832. sprite = sprites->at(i);
  833. if (!sprite)
  834. continue;
  835. if (sprite->sprite && sprite->num_sprites)
  836. {
  837. for (int j = 0; j < sprite->num_sprites; j++)
  838. {
  839. drawSprite((sprite_t *)(sprite->sprite+j));
  840. }
  841. }
  842. }
  843. }
  844. }
  845. void Render::drawModel(SkeletalModel *model)
  846. {
  847. animation_frame_t *animation;
  848. bone_frame_t *boneframe;
  849. bone_frame_t *boneframe2 = 0x0;
  850. bone_tag_t *tag;
  851. bone_tag_t *tag2;
  852. int bframe, aframe;
  853. skeletal_model_t *mdl;
  854. if (!model || !model->model)
  855. return;
  856. mdl = model->model;
  857. aframe = model->getAnimation();
  858. bframe = model->getFrame();
  859. animation = mdl->animation[aframe];
  860. if (!animation)
  861. {
  862. #ifdef DEBUG
  863. printf("ERROR: No animation for model[%i].aframe[%i] %lu\n",
  864. mdl->id, aframe, mdl->animation.size());
  865. #endif
  866. return;
  867. }
  868. if (animation->frame.empty())
  869. {
  870. #ifdef DEBUG_RENDER
  871. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  872. mdl->id, bframe);
  873. #endif
  874. return;
  875. }
  876. boneframe = animation->frame[bframe];
  877. if (!boneframe)
  878. return;
  879. if (boneframe->tag.empty())
  880. {
  881. printf("Empty bone frame?!?!\n");
  882. return;
  883. }
  884. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  885. for (unsigned int a = 0; a < boneframe->tag.size(); a++)
  886. {
  887. tag = boneframe->tag[a];
  888. if (!tag)
  889. continue;
  890. if (a == 0)
  891. {
  892. if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
  893. glRotatef(tag->rot[1], 0, 1, 0);
  894. if (!equalEpsilon(tag->rot[0], 0.0f))
  895. glRotatef(tag->rot[0], 1, 0, 0);
  896. if (!equalEpsilon(tag->rot[2], 0.0f))
  897. glRotatef(tag->rot[2], 0, 0, 1);
  898. }
  899. else
  900. {
  901. if (tag->flag & 0x01)
  902. glPopMatrix();
  903. if (tag->flag & 0x02)
  904. glPushMatrix();
  905. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  906. if (!equalEpsilon(tag->rot[1], 0.0f))
  907. glRotatef(tag->rot[1], 0, 1, 0);
  908. if (!equalEpsilon(tag->rot[0], 0.0f))
  909. glRotatef(tag->rot[0], 1, 0, 0);
  910. if (!equalEpsilon(tag->rot[2], 0.0f))
  911. glRotatef(tag->rot[2], 0, 0, 1);
  912. }
  913. // Draw layered lara in TR4 ( 2 meshes per tag )
  914. if (mdl->tr4Overlay == 1)
  915. {
  916. boneframe2 = (mdl->animation[0])->frame[0];
  917. if (boneframe2)
  918. {
  919. tag2 = boneframe2->tag[a];
  920. if (tag2)
  921. {
  922. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  923. }
  924. }
  925. }
  926. if (mFlags & Render::fRenderPonytail)
  927. {
  928. if (mdl->ponytailId > 0 &&
  929. a == 14)
  930. {
  931. glPushMatrix();
  932. // Mongoose 2002.08.30, TEST to align offset
  933. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  934. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  935. // HACK: To fill TR4 void between ponytail/head
  936. // since no vertex welds are implemented yet
  937. if (mdl->tr4Overlay == 1)
  938. {
  939. glScalef(1.20f, 1.20f, 1.20f);
  940. }
  941. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  942. drawModel(mModels[mdl->ponytail], 0, 0);
  943. #else
  944. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  945. {
  946. glPushMatrix();
  947. if (i > 0)
  948. {
  949. glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0);
  950. glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0);
  951. glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1);
  952. glTranslatef(0.0, 0.0, mdl->ponyOff);
  953. }
  954. if (mdl->pigtails)
  955. {
  956. glPushMatrix();
  957. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  958. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
  959. Render::skeletalMesh);
  960. glPopMatrix();
  961. glPushMatrix();
  962. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  963. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
  964. Render::skeletalMesh);
  965. glPopMatrix();
  966. }
  967. else
  968. {
  969. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
  970. Render::skeletalMesh);
  971. }
  972. }
  973. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  974. {
  975. glPopMatrix();
  976. }
  977. #endif
  978. glPopMatrix();
  979. }
  980. }
  981. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(tag->mesh), Render::skeletalMesh);
  982. }
  983. // Cycle frames ( cheap hack from old ent state based system )
  984. if (mFlags & fAnimateAllModels)
  985. {
  986. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  987. {
  988. model->setFrame(0);
  989. }
  990. else
  991. {
  992. model->setFrame(model->getFrame()+1);
  993. }
  994. }
  995. }
  996. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  997. {
  998. // Bind before entering now
  999. //glBindTexture(GL_TEXTURE_2D, 1);
  1000. glPointSize(4.0);
  1001. //glLineWidth(1.25);
  1002. //! \fixme Need to make custom color key for this
  1003. glColor3fv(RED);
  1004. glBegin(GL_POINTS);
  1005. glVertex3f(max[0], max[1], max[2]);
  1006. glVertex3f(min[0], min[1], min[2]);
  1007. if (draw_points)
  1008. {
  1009. glVertex3f(max[0], min[1], max[2]);
  1010. glVertex3f(min[0], max[1], max[2]);
  1011. glVertex3f(max[0], max[1], min[2]);
  1012. glVertex3f(min[0], min[1], max[2]);
  1013. glVertex3f(min[0], max[1], min[2]);
  1014. glVertex3f(max[0], min[1], min[2]);
  1015. }
  1016. glEnd();
  1017. glColor3fv(GREEN);
  1018. glBegin(GL_LINES);
  1019. // max, top quad
  1020. glVertex3f(max[0], max[1], max[2]);
  1021. glVertex3f(max[0], min[1], max[2]);
  1022. glVertex3f(max[0], max[1], max[2]);
  1023. glVertex3f(min[0], max[1], max[2]);
  1024. glVertex3f(max[0], max[1], max[2]);
  1025. glVertex3f(max[0], max[1], min[2]);
  1026. // max-min, vertical quads
  1027. glVertex3f(min[0], max[1], max[2]);
  1028. glVertex3f(min[0], max[1], min[2]);
  1029. glVertex3f(max[0], min[1], max[2]);
  1030. glVertex3f(max[0], min[1], min[2]);
  1031. glVertex3f(max[0], min[1], max[2]);
  1032. glVertex3f(min[0], min[1], max[2]);
  1033. // min-max, vertical quads
  1034. glVertex3f(max[0], max[1], min[2]);
  1035. glVertex3f(max[0], min[1], min[2]);
  1036. glVertex3f(max[0], max[1], min[2]);
  1037. glVertex3f(min[0], max[1], min[2]);
  1038. glVertex3f(min[0], max[1], max[2]);
  1039. glVertex3f(min[0], min[1], max[2]);
  1040. // min, bottom quad
  1041. glVertex3f(min[0], min[1], min[2]);
  1042. glVertex3f(min[0], max[1], min[2]);
  1043. glVertex3f(min[0], min[1], min[2]);
  1044. glVertex3f(max[0], min[1], min[2]);
  1045. glVertex3f(min[0], min[1], min[2]);
  1046. glVertex3f(min[0], min[1], max[2]);
  1047. glEnd();
  1048. glPointSize(1.0);
  1049. //glLineWidth(1.0);
  1050. }
  1051. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1052. const vec4_t c1, const vec4_t c2)
  1053. {
  1054. // Bind before entering now
  1055. //glBindTexture(GL_TEXTURE_2D, 1);
  1056. glPointSize(4.0);
  1057. //glLineWidth(1.25);
  1058. //! \fixme Need to make custom color key for this
  1059. glColor3fv(c1);
  1060. glBegin(GL_POINTS);
  1061. glVertex3f(max[0], max[1], max[2]);
  1062. glVertex3f(min[0], min[1], min[2]);
  1063. if (draw_points)
  1064. {
  1065. glVertex3f(max[0], min[1], max[2]);
  1066. glVertex3f(min[0], max[1], max[2]);
  1067. glVertex3f(max[0], max[1], min[2]);
  1068. glVertex3f(min[0], min[1], max[2]);
  1069. glVertex3f(min[0], max[1], min[2]);
  1070. glVertex3f(max[0], min[1], min[2]);
  1071. }
  1072. glEnd();
  1073. glColor3fv(c2);
  1074. glBegin(GL_LINES);
  1075. // max, top quad
  1076. glVertex3f(max[0], max[1], max[2]);
  1077. glVertex3f(max[0], min[1], max[2]);
  1078. glVertex3f(max[0], max[1], max[2]);
  1079. glVertex3f(min[0], max[1], max[2]);
  1080. glVertex3f(max[0], max[1], max[2]);
  1081. glVertex3f(max[0], max[1], min[2]);
  1082. // max-min, vertical quads
  1083. glVertex3f(min[0], max[1], max[2]);
  1084. glVertex3f(min[0], max[1], min[2]);
  1085. glVertex3f(max[0], min[1], max[2]);
  1086. glVertex3f(max[0], min[1], min[2]);
  1087. glVertex3f(max[0], min[1], max[2]);
  1088. glVertex3f(min[0], min[1], max[2]);
  1089. // min-max, vertical quads
  1090. glVertex3f(max[0], max[1], min[2]);
  1091. glVertex3f(max[0], min[1], min[2]);
  1092. glVertex3f(max[0], max[1], min[2]);
  1093. glVertex3f(min[0], max[1], min[2]);
  1094. glVertex3f(min[0], max[1], max[2]);
  1095. glVertex3f(min[0], min[1], max[2]);
  1096. // min, bottom quad
  1097. glVertex3f(min[0], min[1], min[2]);
  1098. glVertex3f(min[0], max[1], min[2]);
  1099. glVertex3f(min[0], min[1], min[2]);
  1100. glVertex3f(max[0], min[1], min[2]);
  1101. glVertex3f(min[0], min[1], min[2]);
  1102. glVertex3f(min[0], min[1], max[2]);
  1103. glEnd();
  1104. glPointSize(1.0);
  1105. //glLineWidth(1.0);
  1106. }
  1107. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1108. {
  1109. room_mesh_t *room;
  1110. if (!rRoom || !rRoom->room)
  1111. return;
  1112. room = rRoom->room;
  1113. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1114. return;
  1115. glPushMatrix();
  1116. //LightingSetup();
  1117. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1118. if (!draw_alpha &&
  1119. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1120. {
  1121. portal_t *portal;
  1122. glLineWidth(2.0);
  1123. glColor3fv(RED);
  1124. for (unsigned int i = 0; i < room->portals.size(); i++)
  1125. {
  1126. portal = room->portals[i];
  1127. if (!portal)
  1128. continue;
  1129. glBegin(GL_LINE_LOOP);
  1130. glVertex3fv(portal->vertices[0]);
  1131. glVertex3fv(portal->vertices[1]);
  1132. glVertex3fv(portal->vertices[2]);
  1133. glVertex3fv(portal->vertices[3]);
  1134. glEnd();
  1135. }
  1136. glLineWidth(1.0);
  1137. #ifdef OBSOLETE
  1138. glColor3fv(RED);
  1139. for (i = 0; i < (int)room->num_boxes; ++i)
  1140. {
  1141. // Mongoose 2002.08.14, This is a simple test -
  1142. // these like portals are really planes
  1143. glBegin(GL_QUADS);
  1144. glVertex3fv(room->boxes[i].a.pos);
  1145. glVertex3fv(room->boxes[i].b.pos);
  1146. glVertex3fv(room->boxes[i].c.pos);
  1147. glVertex3fv(room->boxes[i].d.pos);
  1148. glEnd();
  1149. }
  1150. #endif
  1151. }
  1152. if (mMode == Render::modeWireframe && !draw_alpha)
  1153. {
  1154. draw_bbox(room->bbox_min, room->bbox_max, true);
  1155. }
  1156. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1157. // Reset since GL_MODULATE used, reset to WHITE
  1158. glColor3fv(WHITE);
  1159. switch (mMode)
  1160. {
  1161. case modeWireframe:
  1162. rRoom->mesh.mMode = Mesh::MeshModeWireframe;
  1163. break;
  1164. case modeSolid:
  1165. rRoom->mesh.mMode = Mesh::MeshModeSolid;
  1166. break;
  1167. default:
  1168. rRoom->mesh.mMode = Mesh::MeshModeTexture;
  1169. break;
  1170. }
  1171. if (draw_alpha)
  1172. {
  1173. rRoom->mesh.drawAlpha();
  1174. }
  1175. else
  1176. {
  1177. rRoom->mesh.drawSolid();
  1178. }
  1179. glPopMatrix();
  1180. //mTexture.bindTextureId(0);
  1181. // Draw other room meshes and sprites
  1182. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1183. {
  1184. if (mFlags & Render::fRoomModels)
  1185. {
  1186. static_model_t *mdl;
  1187. for (unsigned int i = 0; i < room->models.size(); i++)
  1188. {
  1189. mdl = room->models[i];
  1190. if (!mdl)
  1191. continue;
  1192. mdl->pos[0] += room->pos[0];
  1193. mdl->pos[1] += room->pos[1];
  1194. mdl->pos[2] += room->pos[2];
  1195. // Depth sort room model render list with qsort
  1196. std::sort(room->models.begin(), room->models.end(), compareStaticModels);
  1197. mdl->pos[0] -= room->pos[0];
  1198. mdl->pos[1] -= room->pos[1];
  1199. mdl->pos[2] -= room->pos[2];
  1200. }
  1201. for (unsigned int i = 0; i < room->models.size(); i++)
  1202. {
  1203. drawRoomModel(room->models[i]);
  1204. }
  1205. }
  1206. // Draw other room alpha polygon objects
  1207. if (mFlags & Render::fSprites)
  1208. {
  1209. for (unsigned int i = 0; i < room->sprites.size(); i++)
  1210. {
  1211. drawSprite(room->sprites[i]);
  1212. }
  1213. }
  1214. }
  1215. }
  1216. void Render::drawSprite(sprite_t *sprite)
  1217. {
  1218. if (!sprite)
  1219. return;
  1220. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1221. sprite->radius))
  1222. return;
  1223. glPushMatrix();
  1224. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1225. // Sprites must always face camera, because they have no depth =)
  1226. glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
  1227. switch (mMode)
  1228. {
  1229. // No vertex lighting on sprites, as far as I see in specs
  1230. // So just draw normal texture, no case 2
  1231. case Render::modeSolid:
  1232. glBegin(GL_TRIANGLE_STRIP);
  1233. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1234. glVertex3fv(sprite->vertex[0].pos);
  1235. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1236. glVertex3fv(sprite->vertex[1].pos);
  1237. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1238. glVertex3fv(sprite->vertex[3].pos);
  1239. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1240. glVertex3fv(sprite->vertex[2].pos);
  1241. glEnd();
  1242. break;
  1243. case Render::modeWireframe:
  1244. glColor3fv(CYAN);
  1245. glBegin(GL_LINE_LOOP);
  1246. glVertex3fv(sprite->vertex[0].pos);
  1247. glVertex3fv(sprite->vertex[1].pos);
  1248. glVertex3fv(sprite->vertex[2].pos);
  1249. glVertex3fv(sprite->vertex[3].pos);
  1250. glEnd();
  1251. glColor3fv(WHITE);
  1252. break;
  1253. default:
  1254. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1255. glBegin(GL_TRIANGLE_STRIP);
  1256. glTexCoord2fv(sprite->texel[0].st);
  1257. glVertex3fv(sprite->vertex[0].pos);
  1258. glTexCoord2fv(sprite->texel[1].st);
  1259. glVertex3fv(sprite->vertex[1].pos);
  1260. glTexCoord2fv(sprite->texel[3].st);
  1261. glVertex3fv(sprite->vertex[3].pos);
  1262. glTexCoord2fv(sprite->texel[2].st);
  1263. glVertex3fv(sprite->vertex[2].pos);
  1264. glEnd();
  1265. }
  1266. glPopMatrix();
  1267. }
  1268. void Render::drawRoomModel(static_model_t *mesh)
  1269. {
  1270. model_mesh_t *r_mesh;
  1271. if (!mesh)
  1272. return;
  1273. r_mesh = gOpenRaider->mGame->mWorld.getMesh(mesh->index);
  1274. if (!r_mesh)
  1275. return;
  1276. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1277. return;
  1278. glPushMatrix();
  1279. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1280. glRotated(mesh->yaw, 0, 1, 0);
  1281. drawModelMesh(r_mesh, roomMesh);
  1282. glPopMatrix();
  1283. }
  1284. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1285. {
  1286. glBegin(GL_TRIANGLES);
  1287. switch (mMode)
  1288. {
  1289. case modeSolid:
  1290. case modeVertexLight:
  1291. if (r_mesh->colors)
  1292. {
  1293. glColor3fv(r_mesh->colors+ttri->index[0]);
  1294. glTexCoord2fv(ttri->st);
  1295. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1296. glColor3fv(r_mesh->colors+ttri->index[1]);
  1297. glTexCoord2fv(ttri->st+2);
  1298. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1299. glColor3fv(r_mesh->colors+ttri->index[2]);
  1300. glTexCoord2fv(ttri->st+4);
  1301. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1302. }
  1303. else if (r_mesh->normals)
  1304. {
  1305. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1306. glTexCoord2fv(ttri->st);
  1307. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1308. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1309. glTexCoord2fv(ttri->st+2);
  1310. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1311. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1312. glTexCoord2fv(ttri->st+4);
  1313. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1314. }
  1315. else
  1316. {
  1317. glTexCoord2fv(ttri->st);
  1318. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1319. glTexCoord2fv(ttri->st+2);
  1320. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1321. glTexCoord2fv(ttri->st+4);
  1322. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1323. }
  1324. break;
  1325. case modeWireframe:
  1326. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1327. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1328. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1329. break;
  1330. default:
  1331. glTexCoord2fv(ttri->st);
  1332. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1333. glTexCoord2fv(ttri->st+2);
  1334. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1335. glTexCoord2fv(ttri->st+4);
  1336. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1337. }
  1338. glEnd();
  1339. }
  1340. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1341. {
  1342. texture_tri_t *ttri;
  1343. int lastTexture = -1;
  1344. // If they pass NULL structs let it hang up - this is tmp
  1345. //! \fixme Duh, vis tests need to be put back
  1346. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1347. //{
  1348. // return;
  1349. //}
  1350. #ifdef USE_GL_ARRAYS
  1351. // Setup Arrays ( move these to another method depends on mMode )
  1352. glEnableClientState(GL_VERTEX_ARRAY);
  1353. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1354. if (r_mesh->normals)
  1355. {
  1356. glEnableClientState(GL_NORMAL_ARRAY);
  1357. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1358. }
  1359. if (r_mesh->colors)
  1360. {
  1361. glEnableClientState(GL_COLOR_ARRAY);
  1362. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1363. }
  1364. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1365. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1366. glBegin(GL_TRIANGLES);
  1367. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  1368. {
  1369. ttri = r_mesh->texturedTriangles[i];
  1370. if (!ttri)
  1371. continue;
  1372. for (k = 0; k < 4; ++k)
  1373. {
  1374. index = mQuads[i].quads[j*4+k];
  1375. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1376. glArrayElement(mVertices[index]);
  1377. }
  1378. }
  1379. glEnd();
  1380. #endif
  1381. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1382. glColor3fv(WHITE);
  1383. if (mMode == modeWireframe)
  1384. {
  1385. switch (type)
  1386. {
  1387. case roomMesh:
  1388. glColor3fv(YELLOW);
  1389. break;
  1390. case skeletalMesh:
  1391. glColor3fv(WHITE);
  1392. break;
  1393. }
  1394. }
  1395. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1396. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1397. // Colored Triagles
  1398. for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++)
  1399. {
  1400. ttri = r_mesh->coloredTriangles[i];
  1401. if (!ttri)
  1402. continue;
  1403. if (mMode != modeWireframe && mMode != modeSolid &&
  1404. ttri->texture != lastTexture)
  1405. {
  1406. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1407. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1408. lastTexture = ttri->texture;
  1409. }
  1410. tmpRenderModelMesh(r_mesh, ttri);
  1411. }
  1412. // Colored Rectagles
  1413. for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++)
  1414. {
  1415. ttri = r_mesh->coloredRectangles[i];
  1416. if (!ttri)
  1417. continue;
  1418. if (mMode != modeWireframe && mMode != modeSolid &&
  1419. ttri->texture != lastTexture)
  1420. {
  1421. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1422. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1423. lastTexture = ttri->texture;
  1424. }
  1425. tmpRenderModelMesh(r_mesh, ttri);
  1426. }
  1427. // Textured Tris
  1428. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  1429. {
  1430. ttri = r_mesh->texturedTriangles[i];
  1431. if (!ttri)
  1432. continue;
  1433. if (mMode != modeWireframe && mMode != modeSolid &&
  1434. ttri->texture != lastTexture)
  1435. {
  1436. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1437. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1438. lastTexture = ttri->texture;
  1439. }
  1440. tmpRenderModelMesh(r_mesh, ttri);
  1441. }
  1442. // Textured Quads
  1443. for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++)
  1444. {
  1445. ttri = r_mesh->texturedRectangles[i];
  1446. if (!ttri)
  1447. continue;
  1448. if (mMode != modeWireframe && mMode != modeSolid &&
  1449. ttri->texture != lastTexture)
  1450. {
  1451. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1452. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1453. lastTexture = ttri->texture;
  1454. }
  1455. tmpRenderModelMesh(r_mesh, ttri);
  1456. }
  1457. }
  1458. void Render::setSkyMesh(int index, bool rot)
  1459. {
  1460. mSkyMesh = index;
  1461. mSkyMeshRotation = rot;
  1462. }
  1463. void Render::ViewModel(entity_t *ent, int index)
  1464. {
  1465. skeletal_model_t *model;
  1466. if (!ent)
  1467. {
  1468. return;
  1469. }
  1470. model = gOpenRaider->mGame->mWorld.getModel(index);
  1471. if (model)
  1472. {
  1473. ent->modelId = index;
  1474. printf("Viewmodel skeletal model %i\n", model->id);
  1475. }
  1476. }
  1477. void Render::addSkeletalModel(SkeletalModel *mdl)
  1478. {
  1479. mModels.push_back(mdl);
  1480. }
  1481. void Render::updateViewVolume()
  1482. {
  1483. matrix_t proj;
  1484. matrix_t mdl;
  1485. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1486. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1487. gViewVolume.updateFrame(proj, mdl);
  1488. }
  1489. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1490. {
  1491. // For debugging purposes
  1492. if (mMode == Render::modeWireframe)
  1493. {
  1494. //glPointSize(5.0);
  1495. //glColor3fv(PINK);
  1496. //glBegin(GL_POINTS);
  1497. //glVertex3fv(bbox_min);
  1498. //glVertex3fv(bbox_max);
  1499. //glEnd();
  1500. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1501. }
  1502. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1503. }
  1504. bool Render::isVisible(float x, float y, float z)
  1505. {
  1506. // For debugging purposes
  1507. if (mMode == Render::modeWireframe)
  1508. {
  1509. glPointSize(5.0);
  1510. glColor3fv(PINK);
  1511. glBegin(GL_POINTS);
  1512. glVertex3f(x, y, z);
  1513. glEnd();
  1514. }
  1515. return (gViewVolume.isPointInFrustum(x, y, z));
  1516. }
  1517. bool Render::isVisible(float x, float y, float z, float radius)
  1518. {
  1519. // For debugging purposes
  1520. if (mMode == Render::modeWireframe)
  1521. {
  1522. glPointSize(5.0);
  1523. glColor3fv(PINK);
  1524. glBegin(GL_POINTS);
  1525. glVertex3f(x, y, z);
  1526. glEnd();
  1527. }
  1528. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1529. }