Open Source Tomb Raider Engine
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Render.cpp 45KB

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